// // 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(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(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), mTexStorageObserverBinding(this, kTextureStorageObserverMessageIndex), 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, BindFlags())); 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; } image->markClean(); *outImage = image; return angle::Result::Continue; } GLint TextureD3D::getLevelZeroWidth() const { ASSERT(gl::CountLeadingZeros(static_cast(getBaseLevelWidth())) > getBaseLevel()); return getBaseLevelWidth() << mBaseLevel; } GLint TextureD3D::getLevelZeroHeight() const { ASSERT(gl::CountLeadingZeros(static_cast(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(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(context)); return angle::Result::Continue; } angle::Result TextureD3D::setBuffer(const gl::Context *context, GLenum internalFormat) { ANGLE_HR_UNREACHABLE(GetImplAs(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, GLbitfield createFlags, GLbitfield usageFlags, const void *imageCreateInfoPNext) { ANGLE_HR_UNREACHABLE(GetImplAs(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, gl::Buffer *unpackBuffer, const uint8_t *pixels, ptrdiff_t layerOffset) { ImageD3D *image = getImage(index); 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, const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat) { return unpackBuffer != nullptr && unpack.skipRows == 0 && unpack.skipPixels == 0 && unpack.imageHeight == 0 && unpack.skipImages == 0 && mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat); } angle::Result TextureD3D::fastUnpackPixels(const gl::Context *context, const gl::PixelUnpackState &unpack, gl::Buffer *unpackBuffer, 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(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(pixels); ANGLE_TRY(mRenderer->fastCopyBufferToTexture( context, unpack, unpackBuffer, static_cast(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().textureNpotOES) { // 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(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 *textureStorageEXT = nullptr; ANGLE_TRY(getNativeTexture(context, &textureStorageEXT)); ANGLE_TRY(textureStorageEXT->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(getLayerCount(mBaseLevel)); if (mTexStorage && !mTexStorage->isRenderTarget() && canCreateRenderTargetForImage(getImageIndex(mBaseLevel, 0)) && mRenderer->getRendererClass() == RENDERER_D3D11) { if (!mRenderer->getFeatures().setDataFasterThanImageUpload.enabled) { ANGLE_TRY(updateStorage(context)); } ANGLE_TRY(ensureRenderTarget(context)); } else if (couldUseSetData() && mTexStorage) { // 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->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)); if (renderableStorage) { ANGLE_TRY(updateStorage(context)); } 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 = !renderableStorage; if (mTexStorage && mDirtyImages) { 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::ensureBindFlags(const gl::Context *context, BindFlags bindFlags) { ANGLE_TRY(initializeStorage(context, bindFlags)); // 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(context)); return angle::Result::Stop; } if (!isBaseImageZeroSize()) { ASSERT(mTexStorage); if ((bindFlags.renderTarget && !mTexStorage->isRenderTarget()) || (bindFlags.unorderedAccess && !mTexStorage->isUnorderedAccess())) { TexStoragePointer newRenderTargetStorage; ANGLE_TRY(createCompleteStorage(context, bindFlags, &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; } angle::Result TextureD3D::ensureRenderTarget(const gl::Context *context) { return ensureBindFlags(context, BindFlags::RenderTarget()); } angle::Result TextureD3D::ensureUnorderedAccess(const gl::Context *context) { return ensureBindFlags(context, BindFlags::UnorderedAccess()); } 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 ®ion) { 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, GLsizei samples, FramebufferAttachmentRenderTarget **rtOut) { RenderTargetD3D *rtD3D = nullptr; ANGLE_TRY(getRenderTarget(context, imageIndex, samples, &rtD3D)); *rtOut = static_cast(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(); // Iterate over all images, and backup the content if it's been used as a render target. The // D3D11 backend can automatically restore images on storage destroy, but it only works for // images that have been associated with the texture storage before, which is insufficient // here. if (mTexStorage->isRenderTarget()) { gl::ImageIndexIterator iterator = imageIterator(); while (iterator.hasNext()) { const gl::ImageIndex index = iterator.next(); const GLsizei samples = getRenderToTextureSamples(); RenderTargetD3D *renderTarget = nullptr; ANGLE_TRY(mTexStorage->findRenderTarget(context, index, samples, &renderTarget)); if (renderTarget) { ANGLE_TRY(getImage(index)->copyFromTexStorage(context, index, mTexStorage)); } } } ANGLE_TRY(releaseTexStorage(context, gl::TexLevelMask())); } return angle::Result::Continue; } angle::Result TextureD3D::onLabelUpdate(const gl::Context *context) { if (mTexStorage) { mTexStorage->setLabel(mState.getLabel()); } return angle::Result::Continue; } angle::Result TextureD3D::syncState(const gl::Context *context, const gl::Texture::DirtyBits &dirtyBits, gl::Command source) { // This could be improved using dirty bits. return angle::Result::Continue; } angle::Result TextureD3D::releaseTexStorage(const gl::Context *context, const gl::TexLevelMask ©StorageToImagesMask) { if (!mTexStorage) { return angle::Result::Continue; } if (mTexStorage->isRenderTarget()) { const GLenum storageFormat = getBaseLevelInternalFormat(); const size_t storageLevels = mTexStorage->getLevelCount(); gl::ImageIndexIterator iterator = imageIterator(); while (iterator.hasNext()) { const gl::ImageIndex index = iterator.next(); ImageD3D *image = getImage(index); const int storageWidth = std::max(1, getLevelZeroWidth() >> index.getLevelIndex()); const int storageHeight = std::max(1, getLevelZeroHeight() >> index.getLevelIndex()); if (image && isImageComplete(index) && image->getWidth() == storageWidth && image->getHeight() == storageHeight && image->getInternalFormat() == storageFormat && index.getLevelIndex() < static_cast(storageLevels) && copyStorageToImagesMask[index.getLevelIndex()]) { ANGLE_TRY(image->copyFromTexStorage(context, index, mTexStorage)); } } } onStateChange(angle::SubjectMessage::StorageReleased); auto err = mTexStorage->onDestroy(context); SafeDelete(mTexStorage); return err; } void TextureD3D::onDestroy(const gl::Context *context) { (void)releaseTexStorage(context, gl::TexLevelMask()); } angle::Result TextureD3D::initializeContents(const gl::Context *context, GLenum binding, const gl::ImageIndex &imageIndex) { ContextD3D *contextD3D = GetImplAs(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 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, GL_NONE, iterator.next())); } return angle::Result::Continue; } else if (index.getType() == gl::TextureType::_2DMultisampleArray && !index.hasLayer()) { std::array tempLayerCounts; ASSERT(index.getLevelIndex() == 0); tempLayerCounts[0] = getLayerCount(0); gl::ImageIndexIterator iterator = gl::ImageIndexIterator::Make2DMultisampleArray(tempLayerCounts.data()); while (iterator.hasNext()) { ANGLE_TRY(initializeContents(context, GL_NONE, 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, 0, &renderTarget)); ANGLE_TRY(mRenderer->initRenderTarget(context, renderTarget)); // Force image clean again, the texture storage may have been re-created and the image used. if (image) { image->markClean(); } 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; } GLsizei TextureD3D::getRenderToTextureSamples() { if (mTexStorage) { return mTexStorage->getRenderToTextureSamples(); } return 0; } void TextureD3D::onSubjectStateChange(angle::SubjectIndex index, angle::SubjectMessage message) { onStateChange(message); } 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 || index.getType() == gl::TextureType::VideoImage); 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, gl::Buffer *unpackBuffer, const uint8_t *pixels) { ASSERT((index.getTarget() == gl::TextureTarget::_2D || index.getTarget() == gl::TextureTarget::VideoImage) && 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 if (mTexStorage) { ANGLE_TRY(mTexStorage->releaseMultisampledTexStorageForLevel(index.getLevelIndex())); } if (isFastUnpackable(unpackBuffer, unpack, internalFormatInfo.sizedInternalFormat) && isLevelComplete(index.getLevelIndex())) { // Will try to create RT storage if it does not exist RenderTargetD3D *destRenderTarget = nullptr; ANGLE_TRY(getRenderTarget(context, index, getRenderToTextureSamples(), &destRenderTarget)); gl::Box destArea(0, 0, 0, getWidth(index.getLevelIndex()), getHeight(index.getLevelIndex()), 1); ANGLE_TRY(fastUnpackPixels(context, unpack, unpackBuffer, 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, unpackBuffer, 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 (mTexStorage) { ANGLE_TRY(mTexStorage->releaseMultisampledTexStorageForLevel(index.getLevelIndex())); } if (isFastUnpackable(unpackBuffer, unpack, mipFormat) && isLevelComplete(index.getLevelIndex())) { RenderTargetD3D *renderTarget = nullptr; ANGLE_TRY(getRenderTarget(context, index, getRenderToTextureSamples(), &renderTarget)); ASSERT(!mImageArray[index.getLevelIndex()]->isDirty()); return fastUnpackPixels(context, unpack, unpackBuffer, 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->isWebGL() || context->isRobustResourceInitEnabled())) { ANGLE_TRY(initializeContents(context, GL_NONE, 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; onStateChange(angle::SubjectMessage::DirtyBitsFlagged); } 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, GLint 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(source->getWidth(NonCubeTextureTypeToTarget(sourceType), sourceLevel)), static_cast(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, 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(sourceLevel); TextureD3D *sourceD3D = GetImplAs(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, GLint 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, 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(sourceLevel); TextureD3D *sourceD3D = GetImplAs(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(source->getWidth(sourceTarget, sourceLevel)), static_cast(source->getHeight(sourceTarget, sourceLevel)), 1); ANGLE_TRY(redefineImage(context, destLevel, sizedInternalFormat, size, false)); ANGLE_TRY(initializeStorage(context, BindFlags())); 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 BindFlags flags; flags.renderTarget = IsRenderTargetUsage(mState.getUsage()); TexStoragePointer storage = { mRenderer->createTextureStorage2D(internalFormat, flags, size.width, size.height, static_cast(levels), mState.getLabel(), false), context}; 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, gl::TexLevelMask())); SurfaceD3D *surfaceD3D = GetImplAs(surface); ASSERT(surfaceD3D); mTexStorage = mRenderer->createTextureStorage2D(surfaceD3D->getSwapChain(), mState.getLabel()); 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, gl::TexLevelMask())); } 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(image); // Set the properties of the base mip level from the EGL image const auto &format = image->getFormat(); gl::Extents size(static_cast(image->getWidth()), static_cast(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, gl::TexLevelMask())); 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, mState.getLabel()); 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)); } // We should be mip-complete now so generate the storage. ANGLE_TRY(initializeStorage(context, BindFlags::RenderTarget())); return angle::Result::Continue; } angle::Result TextureD3D_2D::getRenderTarget(const gl::Context *context, const gl::ImageIndex &index, GLsizei samples, 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, samples, 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(getBaseLevel())) { return true; } ASSERT(level >= 0 && level <= static_cast(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, BindFlags bindFlags) { // 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; } bindFlags.renderTarget |= IsRenderTargetUsage(mState.getUsage()); TexStoragePointer storage; ANGLE_TRY(createCompleteStorage(context, bindFlags, &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(const gl::Context *context, BindFlags bindFlags, 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 = {mRenderer->createTextureStorage2D(internalFormat, bindFlags, width, height, levels, mState.getLabel(), hintLevelZeroOnly), context}; 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)); } } gl::TexLevelMask copyImageMask; copyImageMask.set(); ANGLE_TRY(releaseTexStorage(context, copyImageMask)); mTexStorage = newCompleteTexStorage; mTexStorageObserverBinding.bind(mTexStorage); 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(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(); 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 || mEGLImageTarget) // Discard mismatched storage { gl::TexLevelMask copyImageMask; copyImageMask.set(); copyImageMask.set(level, false); ANGLE_TRY(releaseTexStorage(context, copyImageMask)); markAllImagesDirty(); } } mImageArray[level]->redefine(gl::TextureType::_2D, internalformat, size, forceRelease); mDirtyImages = mDirtyImages || mImageArray[level]->isDirty(); // 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(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(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, gl::Buffer *unpackBuffer, 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, unpackBuffer, 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->isWebGL() || context->isRobustResourceInitEnabled())) { ANGLE_TRY(initializeContents(context, GL_NONE, 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; onStateChange(angle::SubjectMessage::DirtyBitsFlagged); } 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; onStateChange(angle::SubjectMessage::DirtyBitsFlagged); } 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, GLint 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(source->getWidth(sourceTarget, sourceLevel)), static_cast(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, 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(sourceLevel); TextureD3D *sourceD3D = GetImplAs(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, GLint 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, 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(sourceLevel); TextureD3D *sourceD3D = GetImplAs(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 BindFlags bindFlags; bindFlags.renderTarget = IsRenderTargetUsage(mState.getUsage()); TexStoragePointer storage = { mRenderer->createTextureStorageCube(internalFormat, bindFlags, size.width, static_cast(levels), false, mState.getLabel()), context}; 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(context)); return angle::Result::Continue; } angle::Result TextureD3D_Cube::releaseTexImage(const gl::Context *context) { ANGLE_HR_UNREACHABLE(GetImplAs(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 (int faceIndex = 0; faceIndex < static_cast(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)); } } // We should be mip-complete now so generate the storage. ANGLE_TRY(initializeStorage(context, BindFlags::RenderTarget())); return angle::Result::Continue; } angle::Result TextureD3D_Cube::getRenderTarget(const gl::Context *context, const gl::ImageIndex &index, GLsizei samples, 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, samples, outRT); } angle::Result TextureD3D_Cube::initializeStorage(const gl::Context *context, BindFlags bindFlags) { // 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; } bindFlags.renderTarget |= IsRenderTargetUsage(mState.getUsage()); TexStoragePointer storage; ANGLE_TRY(createCompleteStorage(context, bindFlags, &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(const gl::Context *context, BindFlags bindFlags, 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 textureStorageEXT should use // the mipped texture to begin with. Otherwise, it should use the level-zero-only texture. hintLevelZeroOnly = true; for (int faceIndex = 0; faceIndex < static_cast(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 = { mRenderer->createTextureStorageCube(getBaseLevelInternalFormat(), bindFlags, size, levels, hintLevelZeroOnly, mState.getLabel()), context}; return angle::Result::Continue; } angle::Result TextureD3D_Cube::setCompleteTexStorage(const gl::Context *context, TextureStorage *newCompleteTexStorage) { if (newCompleteTexStorage && newCompleteTexStorage->isManaged()) { for (int faceIndex = 0; faceIndex < static_cast(gl::kCubeFaceCount); faceIndex++) { for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++) { ANGLE_TRY(mImageArray[faceIndex][level]->setManagedSurfaceCube( context, newCompleteTexStorage, faceIndex, level)); } } } gl::TexLevelMask copyImageMask; copyImageMask.set(); ANGLE_TRY(releaseTexStorage(context, copyImageMask)); mTexStorage = newCompleteTexStorage; mTexStorageObserverBinding.bind(mTexStorage); 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 (int face = 0; face < static_cast(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(faceIndex) < gl::kCubeFaceCount && level < static_cast(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(faceIndex) < gl::kCubeFaceCount && level < static_cast(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(); if (mTexStorage) { const int storageLevels = mTexStorage->getLevelCount(); if ((level >= storageLevels && storageLevels != 0) || size.width != storageWidth || size.height != storageHeight || internalformat != storageFormat) // Discard mismatched storage { markAllImagesDirty(); gl::TexLevelMask copyImageMask; copyImageMask.set(); copyImageMask.set(level, false); ANGLE_TRY(releaseTexStorage(context, copyImageMask)); } } mImageArray[faceIndex][level]->redefine(gl::TextureType::CubeMap, internalformat, size, forceRelease); mDirtyImages = mDirtyImages || mImageArray[faceIndex][level]->isDirty(); 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(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, gl::Buffer *unpackBuffer, 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 if (isFastUnpackable(unpackBuffer, unpack, 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, getRenderToTextureSamples(), &destRenderTarget)); gl::Box destArea(0, 0, 0, getWidth(index.getLevelIndex()), getHeight(index.getLevelIndex()), getDepth(index.getLevelIndex())); ANGLE_TRY(fastUnpackPixels(context, unpack, unpackBuffer, 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, unpackBuffer, 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, unpack, mipFormat) && isLevelComplete(index.getLevelIndex())) { RenderTargetD3D *destRenderTarget = nullptr; ANGLE_TRY(getRenderTarget(context, index, getRenderToTextureSamples(), &destRenderTarget)); ASSERT(!mImageArray[index.getLevelIndex()]->isDirty()); return fastUnpackPixels(context, unpack, unpackBuffer, 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(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; onStateChange(angle::SubjectMessage::DirtyBitsFlagged); 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, GLint 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(source->getWidth(NonCubeTextureTypeToTarget(sourceType), sourceLevel)), static_cast(source->getHeight(NonCubeTextureTypeToTarget(sourceType), sourceLevel)), static_cast(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(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, 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(sourceLevel); ImageD3D *sourceImage = nullptr; ImageD3D *destImage = nullptr; TextureD3D *sourceD3D = GetImplAs(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, GLint 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(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, 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(sourceLevel); TextureD3D *sourceD3D = GetImplAs(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 BindFlags bindFlags; bindFlags.renderTarget = IsRenderTargetUsage(mState.getUsage()); TexStoragePointer storage = { mRenderer->createTextureStorage3D(internalFormat, bindFlags, size.width, size.height, size.depth, static_cast(levels), mState.getLabel()), context}; 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(context)); return angle::Result::Continue; } angle::Result TextureD3D_3D::releaseTexImage(const gl::Context *context) { ANGLE_HR_UNREACHABLE(GetImplAs(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)); } // We should be mip-complete now so generate the storage. ANGLE_TRY(initializeStorage(context, BindFlags::RenderTarget())); return angle::Result::Continue; } angle::Result TextureD3D_3D::getRenderTarget(const gl::Context *context, const gl::ImageIndex &index, GLsizei samples, 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, samples, outRT); } angle::Result TextureD3D_3D::initializeStorage(const gl::Context *context, BindFlags bindFlags) { // 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; } TexStoragePointer storage; ANGLE_TRY(createCompleteStorage(context, bindFlags, &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(const gl::Context *context, BindFlags bindFlags, 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 = {mRenderer->createTextureStorage3D(internalFormat, bindFlags, width, height, depth, levels, mState.getLabel()), context}; return angle::Result::Continue; } angle::Result TextureD3D_3D::setCompleteTexStorage(const gl::Context *context, TextureStorage *newCompleteTexStorage) { gl::TexLevelMask copyImageMask; copyImageMask.set(); ANGLE_TRY(releaseTexStorage(context, copyImageMask)); mTexStorage = newCompleteTexStorage; mTexStorageObserverBinding.bind(mTexStorage); 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(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(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(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(); 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(); gl::TexLevelMask copyImageMask; copyImageMask.set(); copyImageMask.set(level, false); ANGLE_TRY(releaseTexStorage(context, copyImageMask)); } } mImageArray[level]->redefine(gl::TextureType::_3D, internalformat, size, forceRelease); mDirtyImages = mDirtyImages || mImageArray[level]->isDirty(); 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(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(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, gl::Buffer *unpackBuffer, 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(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, unpackBuffer, 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(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(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(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(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; onStateChange(angle::SubjectMessage::DirtyBitsFlagged); } 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, GLint 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(source->getWidth(NonCubeTextureTypeToTarget(sourceType), sourceLevel)), static_cast(source->getHeight(NonCubeTextureTypeToTarget(sourceType), sourceLevel)), static_cast(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, 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(sourceLevel, i); gl::ImageIndex currentDestDepthIndex = gl::ImageIndex::Make2DArray(index.getLevelIndex(), i); ImageD3D *sourceImage = nullptr; ImageD3D *destImage = nullptr; TextureD3D *sourceD3D = GetImplAs(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, GLint 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(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, 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(sourceLevel, i + sourceBox.z); gl::ImageIndex currentDestIndex = gl::ImageIndex::Make2DArray(index.getLevelIndex(), i + destOffset.z); gl::Box currentLayerBox(sourceBox.x, sourceBox.y, 0, sourceBox.width, sourceBox.height, 1); TextureD3D *sourceD3D = GetImplAs(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 BindFlags bindFlags; bindFlags.renderTarget = IsRenderTargetUsage(mState.getUsage()); TexStoragePointer storage = {mRenderer->createTextureStorage2DArray( internalFormat, bindFlags, size.width, size.height, size.depth, static_cast(levels), mState.getLabel()), context}; 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(context)); return angle::Result::Continue; } angle::Result TextureD3D_2DArray::releaseTexImage(const gl::Context *context) { ANGLE_HR_UNREACHABLE(GetImplAs(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)); } // We should be mip-complete now so generate the storage. ANGLE_TRY(initializeStorage(context, BindFlags::RenderTarget())); return angle::Result::Continue; } angle::Result TextureD3D_2DArray::getRenderTarget(const gl::Context *context, const gl::ImageIndex &index, GLsizei samples, RenderTargetD3D **outRT) { // ensure the underlying texture is created ANGLE_TRY(ensureRenderTarget(context)); ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex())); return mTexStorage->getRenderTarget(context, index, samples, outRT); } angle::Result TextureD3D_2DArray::initializeStorage(const gl::Context *context, BindFlags bindFlags) { // 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; } bindFlags.renderTarget |= IsRenderTargetUsage(mState.getUsage()); TexStoragePointer storage; ANGLE_TRY(createCompleteStorage(context, bindFlags, &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(const gl::Context *context, BindFlags bindFlags, 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 = {mRenderer->createTextureStorage2DArray(internalFormat, bindFlags, width, height, depth, levels, mState.getLabel()), context}; return angle::Result::Continue; } angle::Result TextureD3D_2DArray::setCompleteTexStorage(const gl::Context *context, TextureStorage *newCompleteTexStorage) { gl::TexLevelMask copyImageMask; copyImageMask.set(); ANGLE_TRY(releaseTexStorage(context, copyImageMask)); mTexStorage = newCompleteTexStorage; mTexStorageObserverBinding.bind(mTexStorage); 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(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(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 (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(); gl::TexLevelMask copyImageMask; copyImageMask.set(); copyImageMask.set(level, false); ANGLE_TRY(releaseTexStorage(context, copyImageMask)); } } 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(); } } 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, gl::Buffer *unpackBuffer, const uint8_t *pixels) { ANGLE_HR_UNREACHABLE(GetImplAs(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(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(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(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(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(context)); return angle::Result::Continue; } angle::Result TextureD3DImmutableBase::bindTexImage(const gl::Context *context, egl::Surface *surface) { ANGLE_HR_UNREACHABLE(GetImplAs(context)); return angle::Result::Continue; } angle::Result TextureD3DImmutableBase::releaseTexImage(const gl::Context *context) { ANGLE_HR_UNREACHABLE(GetImplAs(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, gl::TexLevelMask())); // If the stream is null, the external image is unbound and we release the storage if (stream != nullptr) { mTexStorage = mRenderer->createTextureStorageExternal(stream, desc, mState.getLabel()); } return angle::Result::Continue; } angle::Result TextureD3D_External::setEGLImageTarget(const gl::Context *context, gl::TextureType type, egl::Image *image) { EGLImageD3D *eglImaged3d = GetImplAs(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, gl::TexLevelMask())); mTexStorage = mRenderer->createTextureStorageEGLImage(eglImaged3d, renderTargetD3D, mState.getLabel()); return angle::Result::Continue; } angle::Result TextureD3D_External::initMipmapImages(const gl::Context *context) { ANGLE_HR_UNREACHABLE(GetImplAs(context)); return angle::Result::Stop; } angle::Result TextureD3D_External::getRenderTarget(const gl::Context *context, const gl::ImageIndex &index, GLsizei samples, 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, BindFlags bindFlags) { // Texture storage is created when an external image is bound ASSERT(mTexStorage); return angle::Result::Continue; } angle::Result TextureD3D_External::createCompleteStorage(const gl::Context *context, BindFlags bindFlags, 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 = {mRenderer->createTextureStorage2DMultisample( internalformat, size.width, size.height, static_cast(0), samples, fixedSampleLocations, mState.getLabel()), context}; 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(context)); return angle::Result::Continue; } angle::Result TextureD3D_2DMultisample::getRenderTarget(const gl::Context *context, const gl::ImageIndex &index, GLsizei samples, RenderTargetD3D **outRT) { ASSERT(!index.hasLayer()); // ensure the underlying texture is created ANGLE_TRY(ensureRenderTarget(context)); return mTexStorage->getRenderTarget(context, index, samples, 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, BindFlags bindFlags) { // 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(const gl::Context *context, BindFlags bindFlags, TexStoragePointer *outStorage) const { UNREACHABLE(); *outStorage = {mTexStorage, context}; 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; mTexStorageObserverBinding.bind(mTexStorage); 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 = { mRenderer->createTextureStorage2DMultisampleArray(internalformat, size.width, size.height, size.depth, static_cast(0), samples, fixedSampleLocations, mState.getLabel()), context}; 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(context)); return angle::Result::Continue; } angle::Result TextureD3D_2DMultisampleArray::getRenderTarget(const gl::Context *context, const gl::ImageIndex &index, GLsizei samples, RenderTargetD3D **outRT) { // ensure the underlying texture is created ANGLE_TRY(ensureRenderTarget(context)); return mTexStorage->getRenderTarget(context, index, samples, 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, BindFlags bindFlags) { // 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( const gl::Context *context, BindFlags bindFlags, TexStoragePointer *outStorage) const { UNREACHABLE(); *outStorage = {mTexStorage, context}; 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; mTexStorageObserverBinding.bind(mTexStorage); 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; } TextureD3D_Buffer::TextureD3D_Buffer(const gl::TextureState &state, RendererD3D *renderer) : TextureD3D(state, renderer), mInternalFormat(GL_INVALID_ENUM) {} TextureD3D_Buffer::~TextureD3D_Buffer() {} angle::Result TextureD3D_Buffer::setImage(const gl::Context *context, const gl::ImageIndex &index, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, gl::Buffer *unpackBuffer, const uint8_t *pixels) { ANGLE_HR_UNREACHABLE(GetImplAs(context)); return angle::Result::Continue; } angle::Result TextureD3D_Buffer::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(context)); return angle::Result::Continue; } angle::Result TextureD3D_Buffer::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(context)); return angle::Result::Continue; } angle::Result TextureD3D_Buffer::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(context)); return angle::Result::Continue; } angle::Result TextureD3D_Buffer::copyImage(const gl::Context *context, const gl::ImageIndex &index, const gl::Rectangle &sourceArea, GLenum internalFormat, gl::Framebuffer *source) { ANGLE_HR_UNREACHABLE(GetImplAs(context)); return angle::Result::Continue; } angle::Result TextureD3D_Buffer::copySubImage(const gl::Context *context, const gl::ImageIndex &index, const gl::Offset &destOffset, const gl::Rectangle &sourceArea, gl::Framebuffer *source) { ANGLE_HR_UNREACHABLE(GetImplAs(context)); return angle::Result::Continue; } angle::Result TextureD3D_Buffer::bindTexImage(const gl::Context *context, egl::Surface *surface) { ANGLE_HR_UNREACHABLE(GetImplAs(context)); return angle::Result::Continue; } angle::Result TextureD3D_Buffer::releaseTexImage(const gl::Context *context) { ANGLE_HR_UNREACHABLE(GetImplAs(context)); return angle::Result::Continue; } GLsizei TextureD3D_Buffer::getLayerCount(int level) const { return 1; } angle::Result TextureD3D_Buffer::initMipmapImages(const gl::Context *context) { ANGLE_HR_UNREACHABLE(GetImplAs(context)); return angle::Result::Stop; } bool TextureD3D_Buffer::isImageComplete(const gl::ImageIndex &index) const { return (index.getLevelIndex() == 0) ? (mTexStorage != nullptr) : false; } angle::Result TextureD3D_Buffer::initializeStorage(const gl::Context *context, BindFlags bindFlags) { ASSERT(mTexStorage); return angle::Result::Continue; } angle::Result TextureD3D_Buffer::createCompleteStorage(const gl::Context *context, BindFlags bindFlags, TexStoragePointer *outStorage) const { ANGLE_HR_UNREACHABLE(GetImplAs(context)); return angle::Result::Continue; } angle::Result TextureD3D_Buffer::setCompleteTexStorage(const gl::Context *context, TextureStorage *newCompleteTexStorage) { ANGLE_TRY(releaseTexStorage(context, gl::TexLevelMask())); mTexStorage = newCompleteTexStorage; mTexStorageObserverBinding.bind(mTexStorage); mDirtyImages = true; return angle::Result::Continue; } angle::Result TextureD3D_Buffer::updateStorage(const gl::Context *context) { ASSERT(mTexStorage); return angle::Result::Continue; } gl::ImageIndexIterator TextureD3D_Buffer::imageIterator() const { return gl::ImageIndexIterator::MakeBuffer(); } gl::ImageIndex TextureD3D_Buffer::getImageIndex(GLint mip, GLint layer) const { return gl::ImageIndex::MakeBuffer(); } bool TextureD3D_Buffer::isValidIndex(const gl::ImageIndex &index) const { return (mTexStorage && index.getType() == gl::TextureType::Buffer && index.getLevelIndex() == 0); } void TextureD3D_Buffer::markAllImagesDirty() { UNREACHABLE(); } angle::Result TextureD3D_Buffer::setEGLImageTarget(const gl::Context *context, gl::TextureType type, egl::Image *image) { ANGLE_HR_UNREACHABLE(GetImplAs(context)); return angle::Result::Continue; } angle::Result TextureD3D_Buffer::getRenderTarget(const gl::Context *context, const gl::ImageIndex &index, GLsizei samples, RenderTargetD3D **outRT) { ANGLE_HR_UNREACHABLE(GetImplAs(context)); return angle::Result::Continue; } ImageD3D *TextureD3D_Buffer::getImage(const gl::ImageIndex &index) const { return nullptr; } angle::Result TextureD3D_Buffer::setBuffer(const gl::Context *context, GLenum internalFormat) { ASSERT(mState.getType() == gl::TextureType::Buffer); TexStoragePointer storage; storage.reset(mRenderer->createTextureStorageBuffer(mState.getBuffer(), internalFormat, mState.getLabel())); ANGLE_TRY(setCompleteTexStorage(context, storage.get())); storage.release(); mInternalFormat = internalFormat; mImmutable = false; return angle::Result::Continue; } angle::Result TextureD3D_Buffer::syncState(const gl::Context *context, const gl::Texture::DirtyBits &dirtyBits, gl::Command source) { ASSERT(mState.getType() == gl::TextureType::Buffer); if (dirtyBits.test(gl::Texture::DirtyBitType::DIRTY_BIT_IMPLEMENTATION) && mState.getBuffer().get() != nullptr) { // buffer data have been changed. Buffer data may out of sync // give up the old TexStorage, create a new one. // this may not efficient, since staging buffer may be patially updated. ANGLE_TRY(setBuffer(context, mInternalFormat)); } return angle::Result::Continue; } } // namespace rx