Hash :
0f2b1560
Author :
Date :
2016-05-13T16:15:35
Fix GenerateMipmap when base level or max level are set According to GLES 3.0.4 section 3.8.10, GenerateMipmap should generate levels based on the base level, and generate them at most up to the max level. Levels outside the base/max level range should be unchanged by GenerateMipmap. The Texture class is fixed so that the image descs are set only for the changed mipmap range when GenerateMipmap is called. The D3D backend is fixed so that mipmap generation is correctly started from the base level instead of level 0, and making sure that mipmaps are generated only up to the max level. Generating mipmaps for array textures is also fixed for cases where the base level depth >= max(width, height) * 2. The GL backend is fixed to sync texture state before GenerateMipmap is called, so that base level and max level are set correctly in the driver. The GenerateMipmap entry point is refactored so that it has a separate validation function and a context function which does the work. Validation for out-of-range base levels is added. New tests are added to verify the functionality. One corner case in the tests fails on NVIDIA GL drivers likely due to a driver bug - similar rules for GenerateMipmap are found from newer GLES specs and also OpenGL specs (checked versions 3.3 and 4.4). BUG=angleproject:596 TEST=angle_end2end_tests Change-Id: Ifc7b4126281967fc4f6dc4f9452e5b01e39f83d7 Reviewed-on: https://chromium-review.googlesource.com/344514 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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//
// Copyright 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// TextureD3D.h: Implementations of the Texture interfaces shared betweeen the D3D backends.
#ifndef LIBANGLE_RENDERER_D3D_TEXTURED3D_H_
#define LIBANGLE_RENDERER_D3D_TEXTURED3D_H_
#include "libANGLE/renderer/TextureImpl.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Stream.h"
namespace gl
{
class Framebuffer;
}
namespace rx
{
class EGLImageD3D;
class ImageD3D;
class RendererD3D;
class RenderTargetD3D;
class TextureStorage;
class TextureD3D : public TextureImpl
{
public:
TextureD3D(const gl::TextureState &data, RendererD3D *renderer);
virtual ~TextureD3D();
gl::Error getNativeTexture(TextureStorage **outStorage);
bool hasDirtyImages() const { return mDirtyImages; }
void resetDirty() { mDirtyImages = false; }
virtual ImageD3D *getImage(const gl::ImageIndex &index) const = 0;
virtual GLsizei getLayerCount(int level) const = 0;
GLint getBaseLevelWidth() const;
GLint getBaseLevelHeight() const;
GLenum getBaseLevelInternalFormat() const;
bool isImmutable() const { return mImmutable; }
virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) = 0;
// Returns an iterator over all "Images" for this particular Texture.
virtual gl::ImageIndexIterator imageIterator() const = 0;
// Returns an ImageIndex for a particular "Image". 3D Textures do not have images for
// slices of their depth texures, so 3D textures ignore the layer parameter.
virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const = 0;
virtual bool isValidIndex(const gl::ImageIndex &index) const = 0;
virtual gl::Error setImageExternal(GLenum target,
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc) override;
gl::Error generateMipmap() override;
TextureStorage *getStorage();
ImageD3D *getBaseLevelImage() const;
gl::Error getAttachmentRenderTarget(const gl::FramebufferAttachment::Target &target,
FramebufferAttachmentRenderTarget **rtOut) override;
void setBaseLevel(GLuint baseLevel) override;
protected:
gl::Error setImageImpl(const gl::ImageIndex &index,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels,
ptrdiff_t layerOffset);
gl::Error subImage(const gl::ImageIndex &index, const gl::Box &area, GLenum format, GLenum type,
const gl::PixelUnpackState &unpack, const uint8_t *pixels, ptrdiff_t layerOffset);
gl::Error setCompressedImageImpl(const gl::ImageIndex &index,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels,
ptrdiff_t layerOffset);
gl::Error subImageCompressed(const gl::ImageIndex &index, const gl::Box &area, GLenum format,
const gl::PixelUnpackState &unpack, const uint8_t *pixels, ptrdiff_t layerOffset);
bool isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat);
gl::Error fastUnpackPixels(const gl::PixelUnpackState &unpack, const uint8_t *pixels, const gl::Box &destArea,
GLenum sizedInternalFormat, GLenum type, RenderTargetD3D *destRenderTarget);
GLint getLevelZeroWidth() const;
GLint getLevelZeroHeight() const;
virtual GLint getLevelZeroDepth() const;
GLint creationLevels(GLsizei width, GLsizei height, GLsizei depth) const;
virtual void initMipmapImages() = 0;
bool isBaseImageZeroSize() const;
virtual bool isImageComplete(const gl::ImageIndex &index) const = 0;
bool canCreateRenderTargetForImage(const gl::ImageIndex &index) const;
virtual gl::Error ensureRenderTarget();
virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const = 0;
virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage) = 0;
gl::Error commitRegion(const gl::ImageIndex &index, const gl::Box ®ion);
GLuint getBaseLevel() const { return mBaseLevel; };
virtual void markAllImagesDirty() = 0;
GLint getBaseLevelDepth() const;
RendererD3D *mRenderer;
bool mDirtyImages;
bool mImmutable;
TextureStorage *mTexStorage;
private:
virtual gl::Error initializeStorage(bool renderTarget) = 0;
virtual gl::Error updateStorage() = 0;
bool shouldUseSetData(const ImageD3D *image) const;
gl::Error generateMipmapUsingImages(const GLuint maxLevel);
GLuint mBaseLevel;
};
class TextureD3D_2D : public TextureD3D
{
public:
TextureD3D_2D(const gl::TextureState &data, RendererD3D *renderer);
virtual ~TextureD3D_2D();
virtual ImageD3D *getImage(int level, int layer) const;
virtual ImageD3D *getImage(const gl::ImageIndex &index) const;
virtual GLsizei getLayerCount(int level) const;
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLenum getInternalFormat(GLint level) const;
bool isDepth(GLint level) const;
gl::Error setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
gl::Error setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
gl::Error setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) override;
gl::Error setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) override;
gl::Error copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
const gl::Framebuffer *source) override;
gl::Error copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
const gl::Framebuffer *source) override;
gl::Error setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) override;
virtual void bindTexImage(egl::Surface *surface);
virtual void releaseTexImage();
gl::Error setEGLImageTarget(GLenum target, egl::Image *image) override;
virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
virtual gl::ImageIndexIterator imageIterator() const;
virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const;
virtual bool isValidIndex(const gl::ImageIndex &index) const;
protected:
void markAllImagesDirty() override;
private:
virtual gl::Error initializeStorage(bool renderTarget);
virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const;
virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
virtual gl::Error updateStorage();
virtual void initMipmapImages();
bool isValidLevel(int level) const;
bool isLevelComplete(int level) const;
virtual bool isImageComplete(const gl::ImageIndex &index) const;
gl::Error updateStorageLevel(int level);
void redefineImage(size_t level,
GLenum internalformat,
const gl::Extents &size,
bool forceRelease);
bool mEGLImageTarget;
ImageD3D *mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
};
class TextureD3D_Cube : public TextureD3D
{
public:
TextureD3D_Cube(const gl::TextureState &data, RendererD3D *renderer);
virtual ~TextureD3D_Cube();
virtual ImageD3D *getImage(int level, int layer) const;
virtual ImageD3D *getImage(const gl::ImageIndex &index) const;
virtual GLsizei getLayerCount(int level) const;
virtual bool hasDirtyImages() const { return mDirtyImages; }
virtual void resetDirty() { mDirtyImages = false; }
GLenum getInternalFormat(GLint level, GLint layer) const;
bool isDepth(GLint level, GLint layer) const;
gl::Error setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
gl::Error setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
gl::Error setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) override;
gl::Error setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) override;
gl::Error copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
const gl::Framebuffer *source) override;
gl::Error copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
const gl::Framebuffer *source) override;
gl::Error setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) override;
virtual void bindTexImage(egl::Surface *surface);
virtual void releaseTexImage();
gl::Error setEGLImageTarget(GLenum target, egl::Image *image) override;
virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
virtual gl::ImageIndexIterator imageIterator() const;
virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const;
virtual bool isValidIndex(const gl::ImageIndex &index) const;
protected:
void markAllImagesDirty() override;
private:
virtual gl::Error initializeStorage(bool renderTarget);
virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const;
virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
virtual gl::Error updateStorage();
void initMipmapImages() override;
bool isValidFaceLevel(int faceIndex, int level) const;
bool isFaceLevelComplete(int faceIndex, int level) const;
bool isCubeComplete() const;
virtual bool isImageComplete(const gl::ImageIndex &index) const;
gl::Error updateStorageFaceLevel(int faceIndex, int level);
void redefineImage(int faceIndex, GLint level, GLenum internalformat, const gl::Extents &size);
ImageD3D *mImageArray[6][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
};
class TextureD3D_3D : public TextureD3D
{
public:
TextureD3D_3D(const gl::TextureState &data, RendererD3D *renderer);
virtual ~TextureD3D_3D();
virtual ImageD3D *getImage(int level, int layer) const;
virtual ImageD3D *getImage(const gl::ImageIndex &index) const;
virtual GLsizei getLayerCount(int level) const;
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLsizei getDepth(GLint level) const;
GLenum getInternalFormat(GLint level) const;
bool isDepth(GLint level) const;
gl::Error setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
gl::Error setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
gl::Error setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) override;
gl::Error setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) override;
gl::Error copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
const gl::Framebuffer *source) override;
gl::Error copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
const gl::Framebuffer *source) override;
gl::Error setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) override;
virtual void bindTexImage(egl::Surface *surface);
virtual void releaseTexImage();
gl::Error setEGLImageTarget(GLenum target, egl::Image *image) override;
virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
virtual gl::ImageIndexIterator imageIterator() const;
virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const;
virtual bool isValidIndex(const gl::ImageIndex &index) const;
protected:
void markAllImagesDirty() override;
GLint getLevelZeroDepth() const override;
private:
virtual gl::Error initializeStorage(bool renderTarget);
virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const;
virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
virtual gl::Error updateStorage();
void initMipmapImages() override;
bool isValidLevel(int level) const;
bool isLevelComplete(int level) const;
virtual bool isImageComplete(const gl::ImageIndex &index) const;
gl::Error updateStorageLevel(int level);
void redefineImage(GLint level, GLenum internalformat, const gl::Extents &size);
ImageD3D *mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
};
class TextureD3D_2DArray : public TextureD3D
{
public:
TextureD3D_2DArray(const gl::TextureState &data, RendererD3D *renderer);
virtual ~TextureD3D_2DArray();
virtual ImageD3D *getImage(int level, int layer) const;
virtual ImageD3D *getImage(const gl::ImageIndex &index) const;
virtual GLsizei getLayerCount(int level) const;
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLenum getInternalFormat(GLint level) const;
bool isDepth(GLint level) const;
gl::Error setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
gl::Error setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
gl::Error setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) override;
gl::Error setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) override;
gl::Error copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
const gl::Framebuffer *source) override;
gl::Error copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
const gl::Framebuffer *source) override;
gl::Error setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) override;
virtual void bindTexImage(egl::Surface *surface);
virtual void releaseTexImage();
gl::Error setEGLImageTarget(GLenum target, egl::Image *image) override;
virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
virtual gl::ImageIndexIterator imageIterator() const;
virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const;
virtual bool isValidIndex(const gl::ImageIndex &index) const;
protected:
void markAllImagesDirty() override;
private:
virtual gl::Error initializeStorage(bool renderTarget);
virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const;
virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
virtual gl::Error updateStorage();
void initMipmapImages() override;
bool isValidLevel(int level) const;
bool isLevelComplete(int level) const;
virtual bool isImageComplete(const gl::ImageIndex &index) const;
gl::Error updateStorageLevel(int level);
void deleteImages();
void redefineImage(GLint level, GLenum internalformat, const gl::Extents &size);
// Storing images as an array of single depth textures since D3D11 treats each array level of a
// Texture2D object as a separate subresource. Each layer would have to be looped over
// to update all the texture layers since they cannot all be updated at once and it makes the most
// sense for the Image class to not have to worry about layer subresource as well as mip subresources.
GLsizei mLayerCounts[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
ImageD3D **mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
};
class TextureD3D_External : public TextureD3D
{
public:
TextureD3D_External(const gl::TextureState &data, RendererD3D *renderer);
~TextureD3D_External() override;
ImageD3D *getImage(const gl::ImageIndex &index) const override;
GLsizei getLayerCount(int level) const override;
gl::Error setImage(GLenum target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
gl::Error setSubImage(GLenum target,
size_t level,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
gl::Error setCompressedImage(GLenum target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
gl::Error setCompressedSubImage(GLenum target,
size_t level,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
gl::Error copyImage(GLenum target,
size_t level,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
const gl::Framebuffer *source) override;
gl::Error copySubImage(GLenum target,
size_t level,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
const gl::Framebuffer *source) override;
gl::Error setStorage(GLenum target,
size_t levels,
GLenum internalFormat,
const gl::Extents &size) override;
gl::Error setImageExternal(GLenum target,
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc) override;
void bindTexImage(egl::Surface *surface) override;
void releaseTexImage() override;
gl::Error setEGLImageTarget(GLenum target, egl::Image *image) override;
gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) override;
gl::ImageIndexIterator imageIterator() const override;
gl::ImageIndex getImageIndex(GLint mip, GLint layer) const override;
bool isValidIndex(const gl::ImageIndex &index) const override;
protected:
void markAllImagesDirty() override;
private:
gl::Error initializeStorage(bool renderTarget) override;
gl::Error createCompleteStorage(bool renderTarget,
TextureStorage **outTexStorage) const override;
gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage) override;
gl::Error updateStorage() override;
void initMipmapImages() override;
bool isImageComplete(const gl::ImageIndex &index) const override;
};
}
#endif // LIBANGLE_RENDERER_D3D_TEXTURED3D_H_