Hash :
e8528d89
Author :
Date :
2016-05-16T17:50:52
Fix determining texture mipmap completeness The code didn't previously take base level properly into account when determining how many levels to check when checking for texture completeness. The code is refactored so that the "q" value in spec, that is the maximum mipmap level for determining completeness, can be queried from TextureState. This value is used now for checking completeness. This requires moving ImageDescs under TextureState. Functions that operate on the ImageDesc array are also moved from Texture to TextureState. TextureState members are also renamed to start with the "m" prefix and made private. Also handle levels outside the base/max level range consistently in eglCreateImageKHR validation. We interpret the spec so that if the level used for the EGL image is not a part of the texture levels that affect texture completeness, an error is generated. BUG=angleproject:596 TEST=angle_end2end_tests Change-Id: I038ef24aa83e0a6905ca3c0bbada5989eecb00d9 Reviewed-on: https://chromium-review.googlesource.com/344880 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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//
// Copyright (c) 2012-2013 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.
//
// TextureStorage11.h: Defines the abstract rx::TextureStorage11 class and its concrete derived
// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_TEXTURESTORAGE11_H_
#define LIBANGLE_RENDERER_D3D_D3D11_TEXTURESTORAGE11_H_
#include "libANGLE/Texture.h"
#include "libANGLE/Error.h"
#include "libANGLE/renderer/d3d/TextureStorage.h"
#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
#include <array>
#include <map>
namespace gl
{
struct ImageIndex;
}
namespace rx
{
class EGLImageD3D;
class RenderTargetD3D;
class RenderTarget11;
class Renderer11;
class SwapChain11;
class Image11;
struct Renderer11DeviceCaps;
class TextureStorage11 : public TextureStorage
{
public:
virtual ~TextureStorage11();
static DWORD GetTextureBindFlags(GLenum internalFormat, const Renderer11DeviceCaps &renderer11DeviceCaps, bool renderTarget);
static DWORD GetTextureMiscFlags(GLenum internalFormat, const Renderer11DeviceCaps &renderer11DeviceCaps, bool renderTarget, int levels);
UINT getBindFlags() const;
UINT getMiscFlags() const;
virtual gl::Error getResource(ID3D11Resource **outResource) = 0;
virtual gl::Error getSRV(const gl::TextureState &textureState,
ID3D11ShaderResourceView **outSRV);
virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) = 0;
virtual gl::Error generateMipmap(const gl::ImageIndex &sourceIndex, const gl::ImageIndex &destIndex);
virtual int getTopLevel() const;
virtual bool isRenderTarget() const;
virtual bool isManaged() const;
bool supportsNativeMipmapFunction() const override;
virtual int getLevelCount() const;
virtual UINT getSubresourceIndex(const gl::ImageIndex &index) const;
gl::Error generateSwizzles(const gl::SwizzleState &swizzleTarget);
void invalidateSwizzleCacheLevel(int mipLevel);
void invalidateSwizzleCache();
gl::Error updateSubresourceLevel(ID3D11Resource *texture, unsigned int sourceSubresource,
const gl::ImageIndex &index, const gl::Box ©Area);
gl::Error copySubresourceLevel(ID3D11Resource* dstTexture, unsigned int dstSubresource,
const gl::ImageIndex &index, const gl::Box ®ion);
virtual void associateImage(Image11* image, const gl::ImageIndex &index) = 0;
virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage) = 0;
virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage) = 0;
virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage) = 0;
virtual gl::Error copyToStorage(TextureStorage *destStorage);
virtual gl::Error setData(const gl::ImageIndex &index, ImageD3D *image, const gl::Box *destBox, GLenum type,
const gl::PixelUnpackState &unpack, const uint8_t *pixelData);
gl::Error getSRVLevels(GLint baseLevel, GLint maxLevel, ID3D11ShaderResourceView **outSRV);
d3d11::ANGLEFormat getANGLEFormat() const;
protected:
TextureStorage11(Renderer11 *renderer, UINT bindFlags, UINT miscFlags);
int getLevelWidth(int mipLevel) const;
int getLevelHeight(int mipLevel) const;
int getLevelDepth(int mipLevel) const;
// Some classes (e.g. TextureStorage11_2D) will override getMippedResource.
virtual gl::Error getMippedResource(ID3D11Resource **outResource) { return getResource(outResource); }
virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture) = 0;
virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV) = 0;
gl::Error getSRVLevel(int mipLevel, bool blitSRV, ID3D11ShaderResourceView **outSRV);
// The baseLevel parameter should *not* have mTopLevel applied.
virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
ID3D11ShaderResourceView **outSRV) const = 0;
void verifySwizzleExists(const gl::SwizzleState &swizzleState);
// Clear all cached non-swizzle SRVs and invalidate the swizzle cache.
void clearSRVCache();
Renderer11 *mRenderer;
int mTopLevel;
unsigned int mMipLevels;
GLenum mInternalFormat;
const d3d11::ANGLEFormatSet *mTextureFormatSet;
const d3d11::ANGLEFormatSet *mSwizzleFormatSet;
unsigned int mTextureWidth;
unsigned int mTextureHeight;
unsigned int mTextureDepth;
gl::SwizzleState mSwizzleCache[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
private:
const UINT mBindFlags;
const UINT mMiscFlags;
struct SRVKey
{
SRVKey(int baseLevel = 0, int mipLevels = 0, bool swizzle = false);
bool operator<(const SRVKey &rhs) const;
int baseLevel; // Without mTopLevel applied.
int mipLevels;
bool swizzle;
};
typedef std::map<SRVKey, ID3D11ShaderResourceView *> SRVCache;
gl::Error getCachedOrCreateSRV(const SRVKey &key, ID3D11ShaderResourceView **outSRV);
SRVCache mSrvCache;
std::array<ID3D11ShaderResourceView *, gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS> mLevelSRVs;
std::array<ID3D11ShaderResourceView *, gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS> mLevelBlitSRVs;
};
class TextureStorage11_2D : public TextureStorage11
{
public:
TextureStorage11_2D(Renderer11 *renderer, SwapChain11 *swapchain);
TextureStorage11_2D(Renderer11 *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly = false);
virtual ~TextureStorage11_2D();
virtual gl::Error getResource(ID3D11Resource **outResource);
virtual gl::Error getMippedResource(ID3D11Resource **outResource);
virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
virtual gl::Error copyToStorage(TextureStorage *destStorage);
virtual void associateImage(Image11* image, const gl::ImageIndex &index);
virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);
virtual gl::Error useLevelZeroWorkaroundTexture(bool useLevelZeroTexture);
protected:
virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);
gl::Error ensureTextureExists(int mipLevels);
private:
virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
ID3D11ShaderResourceView **outSRV) const;
ID3D11Texture2D *mTexture;
RenderTarget11 *mRenderTarget[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
bool mHasKeyedMutex;
// These are members related to the zero max-LOD workaround.
// D3D11 Feature Level 9_3 can't disable mipmaps on a mipmapped texture (i.e. solely sample from level zero).
// These members are used to work around this limitation.
// Usually only mTexture XOR mLevelZeroTexture will exist.
// For example, if an app creates a texture with only one level, then 9_3 will only create mLevelZeroTexture.
// However, in some scenarios, both textures have to be created. This incurs additional memory overhead.
// One example of this is an application that creates a texture, calls glGenerateMipmap, and then disables mipmaps on the texture.
// A more likely example is an app that creates an empty texture, renders to it, and then calls glGenerateMipmap
// TODO: In this rendering scenario, release the mLevelZeroTexture after mTexture has been created to save memory.
ID3D11Texture2D *mLevelZeroTexture;
RenderTarget11 *mLevelZeroRenderTarget;
bool mUseLevelZeroTexture;
// Swizzle-related variables
ID3D11Texture2D *mSwizzleTexture;
ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
Image11 *mAssociatedImages[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
};
class TextureStorage11_External : public TextureStorage11
{
public:
TextureStorage11_External(Renderer11 *renderer,
egl::Stream *stream,
const egl::Stream::GLTextureDescription &glDesc);
~TextureStorage11_External() override;
gl::Error getResource(ID3D11Resource **outResource) override;
gl::Error getMippedResource(ID3D11Resource **outResource) override;
gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) override;
gl::Error copyToStorage(TextureStorage *destStorage) override;
void associateImage(Image11 *image, const gl::ImageIndex &index) override;
void disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage) override;
bool isAssociatedImageValid(const gl::ImageIndex &index, Image11 *expectedImage) override;
gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11 *incomingImage) override;
protected:
gl::Error getSwizzleTexture(ID3D11Resource **outTexture) override;
gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV) override;
private:
gl::Error createSRV(int baseLevel,
int mipLevels,
DXGI_FORMAT format,
ID3D11Resource *texture,
ID3D11ShaderResourceView **outSRV) const override;
ID3D11Texture2D *mTexture;
int mSubresourceIndex;
Image11 *mAssociatedImage;
};
class TextureStorage11_EGLImage final : public TextureStorage11
{
public:
TextureStorage11_EGLImage(Renderer11 *renderer, EGLImageD3D *eglImage);
~TextureStorage11_EGLImage() override;
gl::Error getResource(ID3D11Resource **outResource) override;
gl::Error getSRV(const gl::TextureState &textureState,
ID3D11ShaderResourceView **outSRV) override;
gl::Error getMippedResource(ID3D11Resource **outResource) override;
gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) override;
gl::Error copyToStorage(TextureStorage *destStorage) override;
void associateImage(Image11 *image, const gl::ImageIndex &index) override;
void disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage) override;
bool isAssociatedImageValid(const gl::ImageIndex &index, Image11 *expectedImage) override;
gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11 *incomingImage) override;
gl::Error useLevelZeroWorkaroundTexture(bool useLevelZeroTexture) override;
protected:
gl::Error getSwizzleTexture(ID3D11Resource **outTexture) override;
gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV) override;
private:
// Check if the EGL image's render target has been updated due to orphaning and delete
// any SRVs and other resources based on the image's old render target.
gl::Error checkForUpdatedRenderTarget();
gl::Error createSRV(int baseLevel,
int mipLevels,
DXGI_FORMAT format,
ID3D11Resource *texture,
ID3D11ShaderResourceView **outSRV) const override;
gl::Error getImageRenderTarget(RenderTarget11 **outRT) const;
EGLImageD3D *mImage;
uintptr_t mCurrentRenderTarget;
// Swizzle-related variables
ID3D11Texture2D *mSwizzleTexture;
std::vector<ID3D11RenderTargetView *> mSwizzleRenderTargets;
};
class TextureStorage11_Cube : public TextureStorage11
{
public:
TextureStorage11_Cube(Renderer11 *renderer, GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly);
virtual ~TextureStorage11_Cube();
virtual UINT getSubresourceIndex(const gl::ImageIndex &index) const;
virtual gl::Error getResource(ID3D11Resource **outResource);
virtual gl::Error getMippedResource(ID3D11Resource **outResource);
virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
virtual gl::Error copyToStorage(TextureStorage *destStorage);
virtual void associateImage(Image11* image, const gl::ImageIndex &index);
virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);
virtual gl::Error useLevelZeroWorkaroundTexture(bool useLevelZeroTexture);
protected:
virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);
gl::Error ensureTextureExists(int mipLevels);
private:
virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
ID3D11ShaderResourceView **outSRV) const;
gl::Error createRenderTargetSRV(ID3D11Resource *texture,
const gl::ImageIndex &index,
DXGI_FORMAT resourceFormat,
ID3D11ShaderResourceView **srv) const;
static const size_t CUBE_FACE_COUNT = 6;
ID3D11Texture2D *mTexture;
RenderTarget11 *mRenderTarget[CUBE_FACE_COUNT][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
// Level-zero workaround members. See TextureStorage11_2D's workaround members for a description.
ID3D11Texture2D *mLevelZeroTexture;
RenderTarget11 *mLevelZeroRenderTarget[CUBE_FACE_COUNT];
bool mUseLevelZeroTexture;
ID3D11Texture2D *mSwizzleTexture;
ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
Image11 *mAssociatedImages[CUBE_FACE_COUNT][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
};
class TextureStorage11_3D : public TextureStorage11
{
public:
TextureStorage11_3D(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
GLsizei width, GLsizei height, GLsizei depth, int levels);
virtual ~TextureStorage11_3D();
virtual gl::Error getResource(ID3D11Resource **outResource);
// Handles both layer and non-layer RTs
virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
virtual void associateImage(Image11* image, const gl::ImageIndex &index);
virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);
protected:
virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);
private:
virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
ID3D11ShaderResourceView **outSRV) const;
typedef std::pair<int, int> LevelLayerKey;
typedef std::map<LevelLayerKey, RenderTarget11*> RenderTargetMap;
RenderTargetMap mLevelLayerRenderTargets;
RenderTarget11 *mLevelRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
ID3D11Texture3D *mTexture;
ID3D11Texture3D *mSwizzleTexture;
ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
Image11 *mAssociatedImages[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
};
class TextureStorage11_2DArray : public TextureStorage11
{
public:
TextureStorage11_2DArray(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
GLsizei width, GLsizei height, GLsizei depth, int levels);
virtual ~TextureStorage11_2DArray();
virtual gl::Error getResource(ID3D11Resource **outResource);
virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
virtual void associateImage(Image11* image, const gl::ImageIndex &index);
virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);
protected:
virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);
private:
virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
ID3D11ShaderResourceView **outSRV) const;
gl::Error createRenderTargetSRV(ID3D11Resource *texture,
const gl::ImageIndex &index,
DXGI_FORMAT resourceFormat,
ID3D11ShaderResourceView **srv) const;
typedef std::pair<int, int> LevelLayerKey;
typedef std::map<LevelLayerKey, RenderTarget11*> RenderTargetMap;
RenderTargetMap mRenderTargets;
ID3D11Texture2D *mTexture;
ID3D11Texture2D *mSwizzleTexture;
ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
typedef std::map<LevelLayerKey, Image11*> ImageMap;
ImageMap mAssociatedImages;
};
}
#endif // LIBANGLE_RENDERER_D3D_D3D11_TEXTURESTORAGE11_H_