src/libANGLE/renderer/d3d/d3d11/texture_format_data.json

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Amirali Abdolrashidi ad7ee7fa 2025-09-08T11:53:57 Fix RGB565/BGR565 loading functions The BGR565-related loading functions seem to have been defined based on D3D11, especially since D3D11 only has format support for B5G6R5. However, if other backends, such as Vulkan, try to use BGR565, the loading functions do not work as intended. This change aims to correct the loading functions in order to have a single loading methodology for all backends, and to prepare for the future changes that allow the proper usage of B5G6R5 for Vulkan. * Updated the component order in the loading functions related to RGB565 and BGR565. * Updated D3D function map and data related to BGR565 for consistency. * Reverted the PackPixels() exception for RGB565 in Renderer11. * Fixed typo in D3D format data. Bug: b/441803462 Bug: b/409867243 Change-Id: I4d3e497a9435bd65bdf64b527b094267a0353cb8 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6916353 Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com>
Xin Yuan cdcf6a63 2025-04-22T10:19:33 Add R10X6G10X6B10X6A10X6 support on angle Bug: angleproject:409355677 Change-Id: I8115ca73a038360f673552532e9d9b87ff846867 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6438114 Commit-Queue: Yuxin Hu <yuxinhu@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Geoff Lang 36f41997 2023-10-30T15:14:09 D3D11: CopySubTexture: Handle sRGB source with D3D11 Use typeless formats for sRGB textures that can be reinterpreted as linear. Add a parameter to SRV creation to request samplers that do not do sRGB for copying sRGB textures. Bug: angleproject:7907 Change-Id: I3d94dfa5b25a1c2c531cd9bef4247097aa4bfb61 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4986290 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Charlie Lao 519d330c 2023-08-28T15:41:18 Add GL_RGBX8_SRGB_ANGLEX and GL_BGRX8_SRGB_ANGLEX formats If app creates AHB with sRGBX format, and then create a EGLImage, Image::initialize() will retrieve the sized format from AHB, which is GL_RGBX_ANGLE, and then try to convert to sRGB color space. The bug here is that GetNonLinearFormat will pick GL_SRGB8 for all these formats :GL_RGB8, GL_BGRX8_ANGLEX, GL_RGBX8_ANGLE. This means that different AHBS with these three different format will end up createing a tetxure with same format which sRGB. I think the reason somone did it this way initially simply because there is no sRGB corresponding format available for BGRX8 and RGBX8. This CL adds sRGB internal version of these two formats, thus make it straight forward to pick the correct sRGB format. The other change here is for AHBs, right now we are always force mRequiredImageAccess to be Renderable. This actually workedaround the bug that mentioned earlier that we are picking the wrong format. Because of forced renderable, we end up with SRGB fallback to SRGBA. But external images should not fallback, we should use its existing format as is since it can be accessed via AHB interface directly. Bug: b/298037344 Change-Id: I6119c4015cc5bf0effdf0530cb756b6c4656c38f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4819053 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com>
Alexey Knyazev b26b01a2 2023-03-09T00:00:00 Implement EXT_render_snorm Bug: angleproject:8048 Change-Id: Id01beaea9565f8ab374c732fef70ec0ac0d8743e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4334303 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Stephen White 3f59c285 2022-07-12T17:29:36 D3D11: implement image load/store format reinterpretation. Reinterpretation requires all UAV textures to be in a TYPELESS format. Implement an ensureUnorderedAccess() that converts the texture's storage to one with the D3D11_BIND_UNORDERED_ACCESS flag, which, prior to this change, was set unconditionally for all textures in an >= ES 3.1 context. If this flag is set at D3D texture creation time, use the appropriate TYPELESS format. Implementation uses a BindFlags struct, which subsumes the existing renderTarget for clarity. Factor out the relevant bits of ensureRenderTarget() into an ensureBindFlags() helper function, and make ensureRenderTarget() and ensureUnorderedAccess() wrappers around it. Add the corresponding typeless formats to the texture format table. Bug: angleproject:7501, angleproject:7520 Change-Id: Id21b9db3229aceca121da6ba6507704417034ec4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3780588 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Stephen White <senorblanco@chromium.org>
Stephen White 6c0d4658 2022-05-27T15:32:42 D3D11: implement stencil texturing. When GL_DEPTH_STENCIL_TEXTURE_MODE is set to GL_STENCIL_INDEX, GL requires the stencil value to be in the R component. However, when sampling a depth24stencil8 texture in D3D11, the stencil ends up in the G component. So in this mode, swizzle the result from G to R. In order to sample stencil, use the appropriate stencil-only format for the SRV: X24_TYPELESS_G8_UINT for d24s8, X32_TYPELESS_G8X24_UINT for d32fs8. This required adding a new field to D3D11 Format. Bug: angleproject:7303 Change-Id: I7cf70efaaf6c833fa0b2497e4080618dfd7103ac Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3679485 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Stephen White <senorblanco@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tim Van Patten ef65edf2 2021-11-22T14:23:35 Add extension: ANGLE_rgbx_internal_format Add the extension ANGLE_rgbx_internal_format, which exposes the ANGLE internal format GL_RGBX8_ANGLE. The format GL_RGBX8_ANGLE enables emulating RGB8 formats with RGBA8 within ANGLE. This also renames the format GL_RGBX8_ANGLEX to GL_RGBX8_ANGLE, since it's being exposed. Bug: angleproject:6690 Test: Texture2DTestES3.TextureRGBXImplicitAlpha1 Change-Id: I5548a3578a14e2f2a4006bbf59983b01f694b7f3 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3296625 Commit-Queue: Tim Van Patten <timvp@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Alexis Hetu c0aa6108 2021-09-17T16:22:55 Add new GL_RGBX8_ANGLEX format Currently, IOSurface objects using {GL_RGB, GL_UNSIGNED_BYTE} are natively represented with GL_BGRX8_ANGLEX, which we use instead of other RGBA formats in order to avoid issues when a canvas uses 'no alpha': https://source.chromium.org/chromium/chromium/src/+/main:third_party/swiftshader/third_party/angle/angle/src/libANGLE/renderer/vulkan/mac/IOSurfaceSurfaceVkMac.mm;l=44 This unfortunately causes some other issues because of the implicit RGB <-> BGR conversion like type mismatches in subresource updates. This CL adds a new type, RGBX8, which will be usable by IOSurface objects and which behaves exactly like the BGRX8 format with the B and R channels flipped. Bug: chromium:1209250 Change-Id: I345eadc8addd05a0964cae30d89c20005479e37b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3188910 Commit-Queue: Alexis Hétu <sugoi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Alexey Knyazev f2b47418 2021-04-22T18:32:37 Align BPTC format names in angle::FormatID Use the same naming convention as other similar formats. Bug: angleproject:5731 Change-Id: I187881f4bc4691a0963502ed41f42ab0ebf4171c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2846824 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Sunny Sachanandani 5ee3826e 2021-04-01T16:23:27 Support GL_EXT_texture_type_2_10_10_10_REV on D3D backend Bug: angleproject:5817 Change-Id: Ie572a252946f87d125f9074f2144928bb43d78b2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2802861 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org>
Geoff Lang 49108a12 2020-06-30T11:53:23 Support BGRA_1010102 IOSurfaces in CGL and Vulkan. Bug: chromium:1100599 Change-Id: I7bc2c2e35490e28e9f6fe8f2e0c26cdea50650b9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2275731 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Alexey Knyazev 58fc8b11 2020-01-31T19:03:12 Implement RGTC (BC4, BC5) compressed texture formats gl.xml was modified as two enums were missing from their proper group. dxgi_support_data.json was fixed to not expect BC4 and BC5 on FL9_3 Bug: angleproject:3149 Change-Id: Ieb97a8cf8e92258c1b44e090e823fac227997174 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2033068 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Kenneth Russell <kbr@chromium.org>
Xinghua Cao 2db5082b 2018-12-17T14:27:18 Add UAV format for GL_RGBA8I GL_RGBA8I is a supported image unit format, add its corresponding UAV format on D3D backend. Bug: angleproject:1987 TEST=dEQP.GLES31/functional_image_load_store_2d_store_rgba8i dEQP.GLES31/functional_image_load_store_2d_load_store_rgba8i Change-Id: Ib759f873c8629a644f85784a57ce141d3018e0c1 Reviewed-on: https://chromium-review.googlesource.com/c/1378888 Reviewed-by: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Olli Etuaho f2ed2995 2018-10-04T13:54:42 Add support for EXT_texture_compression_bptc After validation, the enums are simply forwarded to the native drivers. The BPTC formats are supported on both OpenGL and D3D. The included test coverage covers the API quite well, but only has basic coverage for correct decoding of texture data. More coverage for texture data could be added later. BUG=angleproject:2869 TEST=angle_end2end_tests Change-Id: I3de37972dcf13c6fa3fc1bc429a2627523a4a082 Reviewed-on: https://chromium-review.googlesource.com/c/1261675 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang cb8a921b 2018-06-28T12:30:36 Vulkan: Support RGB/BGR backbuffers emulated on RGBA/BGRA. BUG=angleproject:2692 BUG=angleproject:2523 BUG=angleproject:2715 BUG=angleproject:2716 Change-Id: I538b385f8b66fb97e176953b0fc4a6299849c005 Reviewed-on: https://chromium-review.googlesource.com/1118713 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Luc Ferron <lucferron@chromium.org>
Olli Etuaho d66e1939 2018-01-17T11:36:24 Allow creating EGL pbuffers from typeless D3D textures A new extension EGL_ANGLE_d3d_typeless_texture_client_buffer is added that allows creating EGL pbuffers from typeless D3D textures. The extension increases the flexibility of the API compared to plain EGL_ANGLE_D3D_texture_client_buffer. The colorspace for the created EGL pbuffer can be set by using the EGL_GL_COLORSPACE attribute. Internally this sets the ANGLE format of the buffer. There are new ANGLE formats that are used specifically for typeless textures, separate ones for SRGB and linear views into the D3D textures. The extension is only supported on the D3D11 backend of ANGLE. BUG=angleproject:2300 TEST=angle_white_box_tests Change-Id: I6a6cb873d2cc0dca0b7f18a0f2cd35e7bafcb7d8 Reviewed-on: https://chromium-review.googlesource.com/873917 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Xinghua Cao 26143fdd 2017-11-01T18:19:05 ES31: Support bindImageTexture on Texture2D for compute shaders on D3D BUG=angleproject:1987 TEST=angle_end2end_tests Change-Id: I3b0afb441a41dbd7f204b1d1bba7884c8d203ce1 Reviewed-on: https://chromium-review.googlesource.com/749004 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Sami Väisänen 935cb7c5 2017-11-08T15:53:41 Support B8G8R8A8_UNORM_SRGB as D3D11 texture format Support B8G8R8A8_UNORM_SRGB as D3D11 texture format. BUG=angleproject:2172 Change-Id: I2f15a55123601735d7fc6caa40bb056243a91b44 Reviewed-on: https://chromium-review.googlesource.com/758600 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Kai Ninomiya 02f075c8 2016-12-22T14:55:46 Support EXT_texture_compression_s3tc_srgb on DX11 Also passes WEBGL_compressed_texture_s3tc_srgb conformance on WebGL 1/2 on DX11 BUG=angleproject:1553 BUG=chromium:630498 Change-Id: If1d17b54b1e8b998410079fd217626410015d7f1 Reviewed-on: https://chromium-review.googlesource.com/422585 Commit-Queue: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill c99518fc 2016-08-09T11:10:38 Move default ANGLE format map to shared location. This default format mapping serves as a base for a Renderer format mapping. Any formats that require emulation or other representation in a Renderer can be overridden in the renderer layer. BUG=angleproject:1455 Change-Id: I47f070c2ea132bada9cc0fc4353b89b74b8ee8f3 Reviewed-on: https://chromium-review.googlesource.com/367692 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill c98cd326 2016-08-09T11:10:33 D3D11: Merge d3d11::TextureFormat and ANGLEFormatSet. BUG=angleproject:1455 Change-Id: I7fc2640ec9d73528feb526b4d8b89cabccda4d17 Reviewed-on: https://chromium-review.googlesource.com/367092 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill e5922891 2016-08-09T11:10:32 D3D11: Partially squash D3D11 format types. d3d11::TextureFormat and d3d11::FormatSet don't really do different things, so it would be best to merge them. BUG=angleproject:1455 Change-Id: I8c09ae763e4cb284bb611fed9d74b9048fb9f13e Reviewed-on: https://chromium-review.googlesource.com/367091 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill a5b1561e 2016-08-09T11:10:27 Place format info in angle::Format. Some bits of information, like the copy functions and mipmap gen functions, can be shared across back-ends in the angle::Format class. Also name the info struct angle::Format, and use an enum class angle::Format::ID to identify the particular format. This patch introduces a new table generator for angle formats and updates the D3D11 generator accordingly. BUG=angleproject:1455 Change-Id: I13b8b98822b1186c6a9e436dc232c18fef50980c Reviewed-on: https://chromium-review.googlesource.com/365824 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 20f69ce5 2016-08-09T11:10:26 Introduce angle::Format enum. This general enum can encapsulate different formats between GL/Vulkan/D3D9/D3D11/etc so we can use them in common routines like PackPixels. It also can help us get rid of the ANGLEX enums which we use to represent internal formats not present in GL. It is currently used for Textures/Renderbuffers/Surfaces, but can also be extended in the future to cover things like vertex formats. It mirrors something like a DXGI_FORMAT in D3D11 or VkFormat. BUG=angleproject:1455 Change-Id: I467d7b36d8fc92bb45239d56b9243d06f4e29378 Reviewed-on: https://chromium-review.googlesource.com/365413 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 43341b7a 2016-08-03T14:10:03 D3D11: Merge FL10 and 9_3 ANGLE formats. This will let us use ANGLE formats to describe a format layout rather than a Renderer-specific usage. This in turn will let us use ANGLE formats for other Renderers, as a universal thing. BUG=angleproject:1455 Change-Id: I56492cb809d4ef6ac4b962cb12affbc853bbdaa0 Reviewed-on: https://chromium-review.googlesource.com/365269 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 6bbdce5b 2016-08-02T12:32:00 D3D11: Remove X24G8 special format. This special format means we're using a depth/stencil format with only the stencil channel being used. We can just use a normal D24S8 format here, there's pretty much no difference. BUG=angleproject:1455 Change-Id: Id304094b92814f38930209a703733190ad8e8410 Reviewed-on: https://chromium-review.googlesource.com/359086 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 7a074768 2016-08-02T12:31:59 D3D11: Remove 'non-renderable' texture formats. The only difference between the NONRENDERABLE and normal versions of the formats is the rtvFormat is blank for non-renderable. The only place that I can see we check rtvFormat to make a decision is in TextureStorage11::GetTextureBindFlags. The rtvFormat here isn't necessary because we also check the 'renderTarget' flag, which won't be true for compressed formats at any time. BUG=angleproject:1455 Change-Id: Icbb438d336e67b80c44a0ab8de995a32b92e451e Reviewed-on: https://chromium-review.googlesource.com/359085 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill ec0b580d 2016-07-04T13:11:59 Re-land "D3D11: Fix readback of BGRA-backed formats." For some BGRA-backed formats (RGBA4, R5G6B5, RGB5A1), our ReadPixels implementation wasn't aware the BGRA format didn't exactly match the RGBA format. For these it would do the 'fast path' memcpy method, when it should stop and do the slow pixel-by-pixel packing method. Fixes conformance2/reading/read-pixels-from-fbo-test.html. Reland: fix empty format info that was causing us to only see the first pixel in the FBO in a ReadPixels call. Also fix bugs in the unorm 16-bit format readback code, and add ASSERTs to catch bugs in subsequent new formats. BUG=angleproject:1407 BUG=chromium:616176 Change-Id: I9fd55b9e1dd6a306eb4db195d775c02a1eb1f93f Reviewed-on: https://chromium-review.googlesource.com/357132 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
John Bauman 73d417ed 2016-06-17T00:49:40 Revert "D3D11: Fix readback of BGRA-backed formats." This reverts commit 230d95616d1309914a6703e27a797a440806dd02. This broke GLES2ConformTest.GL2Tests_framebuffer_objects_input_run on the NVIDIA Win8 Chromium bots. BUG=chromium:620908 Change-Id: Idf6e3eb51483ff0b6bc758b95c5910863ddfc25f Reviewed-on: https://chromium-review.googlesource.com/353394 Reviewed-by: John Bauman <jbauman@chromium.org> Commit-Queue: John Bauman <jbauman@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 230d9561 2016-06-15T18:11:52 D3D11: Fix readback of BGRA-backed formats. For some BGRA-backed formats (RGBA4, R5G6B5, RGB5A1), our ReadPixels implementation wasn't aware the BGRA format didn't exactly match the RGBA format. For these it would do the 'fast path' memcpy method, when it should stop and do the slow pixel-by-pixel packing method. BUG=angleproject:1407 BUG=chromium:616176 Change-Id: Ie24758513af6f9ef87f0aa503135456c96493701 Reviewed-on: https://chromium-review.googlesource.com/352252 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Vincent Lang 25ab4510 2016-05-13T18:13:59 Implement GL_EXT_texture_norm16 extension BUG=angleproject:1365 Change-Id: I972b156ecb41ff44bc1f6365373ab386bacc85f1 Reviewed-on: https://chromium-review.googlesource.com/346530 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Olli Etuaho 9cb1df4f 2016-02-25T16:16:41 D3D11: Get mip generation function from ANGLE format This is done to make it possible to change some of the DXGI formats of integer textures without affecting their mip generation function associations. BUG=angleproject:1244 TEST=angle_end2end_tests, dEQP-GLES3.functional.texture.mipmap.*generate* (all pass) Change-Id: Ie83dd0e1883e9d8e267fbd4bf54b1e466fb0b210 Reviewed-on: https://chromium-review.googlesource.com/328963 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho f706901e 2016-02-24T15:14:01 D3D11: Associate ANGLE formats with GL internal formats Add a corresponding GL internal format to ANGLE format set. This is one step on the way to removing the problematic DXGI format to GL format mapping. This will also make it possible to stop storing the DXGIFormat field in RenderTarget11. The DXGIFormat field in RenderTarget11 can currently carry either the DSV format, the RTV format or the texture storage format of the resource it is managing, which makes code using it hard to understand. Also fills in missing componentType for some compressed ANGLE formats in texture_format_data.json. BUG=angleproject:1244 TEST=angle_end2end_tests Change-Id: I87eedca8736aeface3fa6a0ec3c9d355cf006b24 Reviewed-on: https://chromium-review.googlesource.com/328961 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho bc49758c 2016-02-23T14:43:19 Choose D3D11 swizzle formats in gen_texture_format_table.py Making swizzle format data come from the ANGLE format table will make it easier to make changes that affect both swizzle formats and regular texture formats. Swizzle format is now specified manually for some tricky formats, but for most it can be determined automatically from the ANGLE texture format info. The ANGLE texture format info in texture_format_table.json is changed to facilitate this. The componentType field now captures only whether the data is normalized, int or float and its signedness, but not the width of the data type. Bit widths of the individual channels are recorded in a separate "bits" object for each ANGLE format entry. Also, a new 16-bit RGBA UNORM ANGLE format is added to support swizzling 16-bit normalized depth formats. This change is mostly just refactoring, but it fixes swizzling for formats which have less bits for alpha than other channels: - RGB10_A2 - RGB10_A2UI - RGB5_A1 BUG=angleproject:1322 BUG=angleproject:1244 TEST=angle_end2end_tests, dEQP-GLES3.functional.texture.swizzle.* (all pass) Change-Id: I87d8a9cc0b6569191f50c41754d77b20ca6afef9 Reviewed-on: https://chromium-review.googlesource.com/329074 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho 6ee394a1 2016-02-18T13:30:09 Add initializer function to more texture formats All GL RGB formats that ANGLE stores as RGBA formats under the covers need to have their alpha channel set to 1. See GLES 3.0.4 table 3.24 for the relevant spec. In some cases, this is handled by the dataInitializerFunction associated with the format. Previously, some texture formats had the function set correctly, but not all. Associating formats with the datainitializerFormat is now a responsibility of the gen_texture_format_table.py script. The new automation there makes sure that all GL RGB formats emulated with RGBA formats get a data initializer function. Tests are added in end2end_tests for most of the RGB formats. BUG=angleproject:1318 TEST=angle_end2end_tests Change-Id: Iad860357f33d87c625445ea6c58a53af47e0b547 Reviewed-on: https://chromium-review.googlesource.com/328253 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho a615852d 2016-02-17T15:39:34 Split texture_format_data.json into two files After this change, texture_format_map.json maps the GL internal formats to an enumeration of formats that is internal to ANGLE. Each ANGLE format specifies a unique combination of DXGI formats and what type of data the format contains. In the future, the ANGLE format could be used instead of DXGI format inside C++ code to identify which type of data a resource contains. This becomes useful when a GL format is associated with multiple DXGI formats, which may have different type information (for example depth vs. red, integer vs. float). texture_format_data.json is changed to only store data on these ANGLE formats. BUG=angleproject:1318 BUG=angleproject:1244 TEST=gen_texture_format_table.py (no changes in autogenerated file) Change-Id: I729c4a4d6fc66ee61598ef2d879e6785c85d40ab Reviewed-on: https://chromium-review.googlesource.com/328251 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Minmin Gong e3939b98 2015-12-01T15:36:51 D3D11: Transcode ETC1 to BC1. Adds a new extension to allow transcode ETC formats to suitable BC formats. This commit implements ETC1 to BC1. More formats will be supported soon. BUG=angleproject:1285 Change-Id: Iacbfbc2248dfe1aebf24b92696249a9404e331cd Reviewed-on: https://chromium-review.googlesource.com/316511 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 7c8d1d84 2015-12-09T13:09:03 D3D11: Use default arguments in texture format table. This reduces the footprint of the table considerably, and makes it a little bit easier to maintain. BUG=angleproject:1244 Change-Id: I84710729b94ba78813f9be2fcadb8c4d51fe8d7d Reviewed-on: https://chromium-review.googlesource.com/317330 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Minmin Gong a37c6137 2015-11-11T17:06:53 D3D11: Fix GL_ETC1_RGB8_OES format. Passes all ETC1 related dEQP tests on Windows. BUG=angleproject:1212 TEST=dEQP-GLES2.capability.extensions.compressed_texture_formats.GL_OES_compressed_ETC1_RGB8_texture TEST=dEQP-GLES2.functional.texture.format.* TEST=dEQP-GLES2.functional.texture.wrap.* TEST=dEQP-GLES2.functional.texture.filtering.* TEST=dEQP-GLES3.functional.texture.format.compressed.etc1* TEST=dEQP-GLES3.functional.texture.filtering.* Change-Id: I937b039f90161bb5e8777766ea0c032ddfbbf159 Reviewed-on: https://chromium-review.googlesource.com/312416 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Minmin Gong <mgong@microsoft.com>
Dian Xiang 0450dfcc 2015-09-17T11:25:27 Changed GetTextureFormatInfo to use static switch BUG=angleproject:1160 The find of the map table in GetTextureFormatInfo is showing up as a hotspot in draw call perf benchmark. Switching the map into a static switch should make it more efficient. Other tables that only GetTextureFormatInfo uses is also converted into static switching instead of maps for performance. Other tables include swizzle_format_table and load_functions_table which are both only used by GetTextureFormatInfo to generate the TextureFormat for a given internalFormat and d3d device caps. The static switches for each table is generated using a python script named gen_*.py. The data for each table is stored in JSON files. This makes it more flexible for additions and deletions. Change-Id: I0f40fcc2a215c85661863ea225891071cb2f2c71 Reviewed-on: https://chromium-review.googlesource.com/301770 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Tryjob-Request: Dian Xiang <dianx@google.com> Tested-by: Dian Xiang <dianx@google.com> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>