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kc3-lang/angle/src/libANGLE/ImageIndex.cpp

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  • Author : Cody Northrop
    Date : 2019-08-29 16:53:55
    Hash : cb16fb5f
    Message : Vulkan: Support texture base and max levels The Vulkan backend uses a vkImage that matches the number of effective levels in the GL texture. This is due to the fact that GL textures can have really strange layouts that only make sense when base level and max level are applied. For instance, take the following layout with disjoint mip levels: Level 0: 4x4 RGBA Level 1: 2x2 RGBA Level 2: 10x10 RGB If base level is set to zero and max level is set to 1, the image is still considered mip-complete: Level 0: 4x4 RGBA ==> Base Level 0 ==> Level 0: 4x4 RGBA Level 1: 2x2 RGBA ==> Max Level 1 ==> Level 1: 2x2 RGBA Level 2: 10x10 RGB If base and max level are then both set to 2, the texture is still considered complete, but of a different size and format: Level 0: 4x4 RGBA Level 1: 2x2 RGBA Level 2: 10x10 RGB ==> Base/Max Level 2 ==> Level 2: 10x10 RGB When the base or max level is changed, we must recreate the vkImage to match the new level count. To support that, we: - Stage updates from the current image to the new image - Only stage updates if there aren't already staged updates for a level - Free the current image and so it can be recreated at the next draw This CL does the following: - Refactors TextureVk::copyImageDataToBuffer to support staging updates without flush - Adds TextureVk::copyImageDataToBufferAndGetData to support previous use model - Adds TextureVk::changeLevels, triggered during syncState, which stages updates and releases the current image. - Updates ImageHelper::flushStagedUpdates to understand base/max levels - Updates TextureVk::ensureImageInitialized and TextureVk::generateMipmap to account for base/max level - Tracks base and max levels in ImageHelper - Adds ImageHelper::stageSubresourceUpdateFromBuffer to support this use case - Adds ImageHelper::isUpdateStaged to determine if changeLevels should propagate data - Makes gl::TextureTypeToTarget available for use outside of ImageIndex - Enables several deqp and end2end tests Bug: angleproject:3148 Test: dEQP-GLES3.functional.texture.mipmap.*base_level* Test: dEQP-GLES3.functional.texture.mipmap.*max_level* Change-Id: I14ca071c9c62eb310dfed7ef9290dc65fc3ff696 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1776933 Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> Commit-Queue: Cody Northrop <cnorthrop@google.com>

  • src/libANGLE/ImageIndex.cpp
  • //
    // 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.
    //
    
    // ImageIndex.cpp: Implementation for ImageIndex methods.
    
    #include "libANGLE/ImageIndex.h"
    
    #include "common/utilities.h"
    #include "libANGLE/Constants.h"
    #include "libANGLE/angletypes.h"
    
    #include <tuple>
    
    namespace gl
    {
    namespace
    {
    GLint TextureTargetToLayer(TextureTarget target)
    {
        switch (target)
        {
            case TextureTarget::CubeMapPositiveX:
                return 0;
            case TextureTarget::CubeMapNegativeX:
                return 1;
            case TextureTarget::CubeMapPositiveY:
                return 2;
            case TextureTarget::CubeMapNegativeY:
                return 3;
            case TextureTarget::CubeMapPositiveZ:
                return 4;
            case TextureTarget::CubeMapNegativeZ:
                return 5;
            case TextureTarget::External:
                return ImageIndex::kEntireLevel;
            case TextureTarget::Rectangle:
                return ImageIndex::kEntireLevel;
            case TextureTarget::_2D:
                return ImageIndex::kEntireLevel;
            case TextureTarget::_2DArray:
                return ImageIndex::kEntireLevel;
            case TextureTarget::_2DMultisample:
                return ImageIndex::kEntireLevel;
            case TextureTarget::_2DMultisampleArray:
                return ImageIndex::kEntireLevel;
            case TextureTarget::_3D:
                return ImageIndex::kEntireLevel;
            default:
                UNREACHABLE();
                return 0;
        }
    }
    
    bool IsArrayTarget(TextureTarget target)
    {
        switch (target)
        {
            case TextureTarget::_2DArray:
            case TextureTarget::_2DMultisampleArray:
                return true;
            default:
                return false;
        }
    }
    }  // anonymous namespace
    
    TextureTarget TextureTypeToTarget(TextureType type, GLint layerIndex)
    {
        if (type == TextureType::CubeMap)
        {
            // As GL_TEXTURE_CUBE_MAP cannot be a texture target in texImage*D APIs, so we don't allow
            // an entire cube map to have a texture target.
            ASSERT(layerIndex != ImageIndex::kEntireLevel);
            return CubeFaceIndexToTextureTarget(layerIndex);
        }
        else
        {
            return NonCubeTextureTypeToTarget(type);
        }
    }
    
    ImageIndex::ImageIndex()
        : mType(TextureType::InvalidEnum), mLevelIndex(0), mLayerIndex(0), mLayerCount(kEntireLevel)
    {}
    
    ImageIndex::ImageIndex(const ImageIndex &other) = default;
    
    ImageIndex &ImageIndex::operator=(const ImageIndex &other) = default;
    
    bool ImageIndex::hasLayer() const
    {
        return mLayerIndex != kEntireLevel;
    }
    
    bool ImageIndex::isLayered() const
    {
        switch (mType)
        {
            case TextureType::_2DArray:
            case TextureType::_2DMultisampleArray:
            case TextureType::CubeMap:
            case TextureType::_3D:
                return mLayerIndex == kEntireLevel;
            default:
                return false;
        }
    }
    
    bool ImageIndex::has3DLayer() const
    {
        // It's quicker to check != CubeMap than calling usesTex3D, which checks multiple types. This
        // ASSERT validates the check gives the same result.
        ASSERT(!hasLayer() || ((mType != TextureType::CubeMap) == usesTex3D()));
        return (hasLayer() && mType != TextureType::CubeMap);
    }
    
    bool ImageIndex::usesTex3D() const
    {
        return mType == TextureType::_3D || mType == TextureType::_2DArray ||
               mType == TextureType::_2DMultisampleArray;
    }
    
    TextureTarget ImageIndex::getTarget() const
    {
        return TextureTypeToTarget(mType, mLayerIndex);
    }
    
    gl::TextureTarget ImageIndex::getTargetOrFirstCubeFace() const
    {
        if (isEntireLevelCubeMap())
        {
            return gl::kCubeMapTextureTargetMin;
        }
        else
        {
            return getTarget();
        }
    }
    
    GLint ImageIndex::cubeMapFaceIndex() const
    {
        ASSERT(mType == TextureType::CubeMap);
        ASSERT(mLayerIndex == kEntireLevel || mLayerIndex < static_cast<GLint>(kCubeFaceCount));
        return mLayerIndex;
    }
    
    bool ImageIndex::valid() const
    {
        return mType != TextureType::InvalidEnum;
    }
    
    bool ImageIndex::isEntireLevelCubeMap() const
    {
        return mType == TextureType::CubeMap && mLayerIndex == ImageIndex::kEntireLevel;
    }
    
    ImageIndex ImageIndex::Make2D(GLint levelIndex)
    {
        return ImageIndex(TextureType::_2D, levelIndex, kEntireLevel, 1);
    }
    
    ImageIndex ImageIndex::MakeRectangle(GLint levelIndex)
    {
        return ImageIndex(TextureType::Rectangle, levelIndex, kEntireLevel, 1);
    }
    
    ImageIndex ImageIndex::MakeCubeMapFace(TextureTarget target, GLint levelIndex)
    {
        ASSERT(IsCubeMapFaceTarget(target));
        return ImageIndex(TextureType::CubeMap, levelIndex, TextureTargetToLayer(target), 1);
    }
    
    ImageIndex ImageIndex::Make2DArray(GLint levelIndex, GLint layerIndex)
    {
        return ImageIndex(TextureType::_2DArray, levelIndex, layerIndex, 1);
    }
    
    ImageIndex ImageIndex::Make2DArrayRange(GLint levelIndex, GLint layerIndex, GLint numLayers)
    {
        return ImageIndex(TextureType::_2DArray, levelIndex, layerIndex, numLayers);
    }
    
    ImageIndex ImageIndex::Make3D(GLint levelIndex, GLint layerIndex)
    {
        return ImageIndex(TextureType::_3D, levelIndex, layerIndex, 1);
    }
    
    ImageIndex ImageIndex::MakeFromTarget(TextureTarget target, GLint levelIndex, GLint depth)
    {
        return ImageIndex(TextureTargetToType(target), levelIndex, TextureTargetToLayer(target),
                          IsArrayTarget(target) ? depth : 1);
    }
    
    ImageIndex ImageIndex::MakeFromType(TextureType type,
                                        GLint levelIndex,
                                        GLint layerIndex,
                                        GLint layerCount)
    {
        GLint overrideLayerCount =
            (type == TextureType::CubeMap && layerIndex == kEntireLevel ? kCubeFaceCount : layerCount);
        return ImageIndex(type, levelIndex, layerIndex, overrideLayerCount);
    }
    
    ImageIndex ImageIndex::Make2DMultisample()
    {
        return ImageIndex(TextureType::_2DMultisample, 0, kEntireLevel, 1);
    }
    
    ImageIndex ImageIndex::Make2DMultisampleArray(GLint layerIndex)
    {
        return ImageIndex(TextureType::_2DMultisampleArray, 0, layerIndex, 1);
    }
    
    ImageIndex ImageIndex::Make2DMultisampleArrayRange(GLint layerIndex, GLint numLayers)
    {
        return ImageIndex(TextureType::_2DMultisampleArray, 0, layerIndex, numLayers);
    }
    
    bool ImageIndex::operator<(const ImageIndex &b) const
    {
        return std::tie(mType, mLevelIndex, mLayerIndex, mLayerCount) <
               std::tie(b.mType, b.mLevelIndex, b.mLayerIndex, b.mLayerCount);
    }
    
    bool ImageIndex::operator==(const ImageIndex &b) const
    {
        return std::tie(mType, mLevelIndex, mLayerIndex, mLayerCount) ==
               std::tie(b.mType, b.mLevelIndex, b.mLayerIndex, b.mLayerCount);
    }
    
    bool ImageIndex::operator!=(const ImageIndex &b) const
    {
        return !(*this == b);
    }
    
    ImageIndex::ImageIndex(TextureType type, GLint levelIndex, GLint layerIndex, GLint layerCount)
        : mType(type), mLevelIndex(levelIndex), mLayerIndex(layerIndex), mLayerCount(layerCount)
    {}
    
    ImageIndexIterator ImageIndex::getLayerIterator(GLint layerCount) const
    {
        ASSERT(mType != TextureType::_2D && !hasLayer());
        return ImageIndexIterator::MakeGeneric(mType, mLevelIndex, mLevelIndex + 1, 0, layerCount);
    }
    
    ImageIndexIterator::ImageIndexIterator(const ImageIndexIterator &other) = default;
    
    ImageIndexIterator ImageIndexIterator::Make2D(GLint minMip, GLint maxMip)
    {
        return ImageIndexIterator(TextureType::_2D, Range<GLint>(minMip, maxMip),
                                  Range<GLint>(ImageIndex::kEntireLevel, ImageIndex::kEntireLevel),
                                  nullptr);
    }
    
    ImageIndexIterator ImageIndexIterator::MakeRectangle(GLint minMip, GLint maxMip)
    {
        return ImageIndexIterator(TextureType::Rectangle, Range<GLint>(minMip, maxMip),
                                  Range<GLint>(ImageIndex::kEntireLevel, ImageIndex::kEntireLevel),
                                  nullptr);
    }
    
    ImageIndexIterator ImageIndexIterator::MakeCube(GLint minMip, GLint maxMip)
    {
        return ImageIndexIterator(TextureType::CubeMap, Range<GLint>(minMip, maxMip),
                                  Range<GLint>(0, 6), nullptr);
    }
    
    ImageIndexIterator ImageIndexIterator::Make3D(GLint minMip,
                                                  GLint maxMip,
                                                  GLint minLayer,
                                                  GLint maxLayer)
    {
        return ImageIndexIterator(TextureType::_3D, Range<GLint>(minMip, maxMip),
                                  Range<GLint>(minLayer, maxLayer), nullptr);
    }
    
    ImageIndexIterator ImageIndexIterator::Make2DArray(GLint minMip,
                                                       GLint maxMip,
                                                       const GLsizei *layerCounts)
    {
        return ImageIndexIterator(TextureType::_2DArray, Range<GLint>(minMip, maxMip),
                                  Range<GLint>(0, IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS),
                                  layerCounts);
    }
    
    ImageIndexIterator ImageIndexIterator::Make2DMultisample()
    {
        return ImageIndexIterator(TextureType::_2DMultisample, Range<GLint>(0, 1),
                                  Range<GLint>(ImageIndex::kEntireLevel, ImageIndex::kEntireLevel),
                                  nullptr);
    }
    
    ImageIndexIterator ImageIndexIterator::Make2DMultisampleArray(const GLsizei *layerCounts)
    {
        return ImageIndexIterator(TextureType::_2DMultisampleArray, Range<GLint>(0, 1),
                                  Range<GLint>(0, IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS),
                                  layerCounts);
    }
    
    ImageIndexIterator ImageIndexIterator::MakeGeneric(TextureType type,
                                                       GLint minMip,
                                                       GLint maxMip,
                                                       GLint minLayer,
                                                       GLint maxLayer)
    {
        if (type == TextureType::CubeMap)
        {
            return MakeCube(minMip, maxMip);
        }
    
        return ImageIndexIterator(type, Range<GLint>(minMip, maxMip), Range<GLint>(minLayer, maxLayer),
                                  nullptr);
    }
    
    ImageIndexIterator::ImageIndexIterator(TextureType type,
                                           const Range<GLint> &mipRange,
                                           const Range<GLint> &layerRange,
                                           const GLsizei *layerCounts)
        : mMipRange(mipRange),
          mLayerRange(layerRange),
          mLayerCounts(layerCounts),
          mCurrentIndex(type, mipRange.low(), layerRange.low(), 1)
    {}
    
    GLint ImageIndexIterator::maxLayer() const
    {
        if (mLayerCounts)
        {
            ASSERT(mCurrentIndex.hasLayer());
            return (mCurrentIndex.getLevelIndex() < mMipRange.high())
                       ? mLayerCounts[mCurrentIndex.getLevelIndex()]
                       : 0;
        }
        return mLayerRange.high();
    }
    
    ImageIndex ImageIndexIterator::next()
    {
        ASSERT(hasNext());
    
        // Make a copy of the current index to return
        ImageIndex previousIndex = mCurrentIndex;
    
        // Iterate layers in the inner loop for now. We can add switchable
        // layer or mip iteration if we need it.
    
        if (mCurrentIndex.hasLayer() && mCurrentIndex.getLayerIndex() < maxLayer() - 1)
        {
            mCurrentIndex.mLayerIndex++;
        }
        else if (mCurrentIndex.mLevelIndex < mMipRange.high() - 1)
        {
            mCurrentIndex.mLayerIndex = mLayerRange.low();
            mCurrentIndex.mLevelIndex++;
        }
        else
        {
            mCurrentIndex = ImageIndex();
        }
    
        return previousIndex;
    }
    
    ImageIndex ImageIndexIterator::current() const
    {
        return mCurrentIndex;
    }
    
    bool ImageIndexIterator::hasNext() const
    {
        return mCurrentIndex.valid();
    }
    
    }  // namespace gl