Hash :
bf8a72f6
Author :
Date :
2015-11-03T16:34:45
When doing a LUMA blit, render to an intermediate texture. Instead of rendering the swizzled result to the destination texture, render to another intermediate texture and then CopyTexImage it into the destination texture. Rendering to arbitrary mip levels of the destination texture is not always supported but CopyTexImage-ing is. BUG=angleproject:1113 Change-Id: I352a1fcc769ce92268744d3e7a6265dd2bfddb37 Reviewed-on: https://chromium-review.googlesource.com/310570 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright 2015 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.
//
// BlitGL.cpp: Implements the BlitGL class, a helper for blitting textures
#include "libANGLE/renderer/gl/BlitGL.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/renderer/gl/formatutilsgl.h"
#include "libANGLE/renderer/gl/FramebufferGL.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
#include "libANGLE/renderer/gl/TextureGL.h"
#include "libANGLE/renderer/gl/StateManagerGL.h"
#include "libANGLE/renderer/gl/WorkaroundsGL.h"
namespace
{
gl::Error CheckCompileStatus(const rx::FunctionsGL *functions, GLuint shader)
{
GLint compileStatus = GL_FALSE;
functions->getShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
ASSERT(compileStatus == GL_TRUE);
if (compileStatus == GL_FALSE)
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to compile internal blit shader.");
}
return gl::Error(GL_NO_ERROR);
}
gl::Error CheckLinkStatus(const rx::FunctionsGL *functions, GLuint program)
{
GLint linkStatus = GL_FALSE;
functions->getProgramiv(program, GL_LINK_STATUS, &linkStatus);
ASSERT(linkStatus == GL_TRUE);
if (linkStatus == GL_FALSE)
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to link internal blit program.");
}
return gl::Error(GL_NO_ERROR);
}
} // anonymous namespace
namespace rx
{
BlitGL::BlitGL(const FunctionsGL *functions,
const WorkaroundsGL &workarounds,
StateManagerGL *stateManager)
: mFunctions(functions),
mWorkarounds(workarounds),
mStateManager(stateManager),
mBlitProgram(0),
mScratchFBO(0),
mVAO(0)
{
for (size_t i = 0; i < ArraySize(mScratchTextures); i++)
{
mScratchTextures[i] = 0;
}
ASSERT(mFunctions);
ASSERT(mStateManager);
}
BlitGL::~BlitGL()
{
if (mBlitProgram != 0)
{
mStateManager->deleteProgram(mBlitProgram);
mBlitProgram = 0;
}
for (size_t i = 0; i < ArraySize(mScratchTextures); i++)
{
if (mScratchTextures[i] != 0)
{
mStateManager->deleteTexture(mScratchTextures[i]);
mScratchTextures[i] = 0;
}
}
if (mScratchFBO != 0)
{
mStateManager->deleteFramebuffer(mScratchFBO);
mScratchFBO = 0;
}
if (mVAO != 0)
{
mStateManager->deleteVertexArray(mVAO);
mVAO = 0;
}
}
gl::Error BlitGL::copyImageToLUMAWorkaroundTexture(GLuint texture,
GLenum textureType,
GLenum target,
GLenum lumaFormat,
size_t level,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
const gl::Framebuffer *source)
{
mStateManager->bindTexture(textureType, texture);
// Allocate the texture memory
const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat);
mFunctions->texImage2D(target, static_cast<GLint>(level), internalFormat, sourceArea.width,
sourceArea.height, 0, internalFormatInfo.format,
source->getImplementationColorReadType(), nullptr);
return copySubImageToLUMAWorkaroundTexture(texture, textureType, target, lumaFormat, level,
gl::Offset(0, 0, 0), sourceArea, source);
}
gl::Error BlitGL::copySubImageToLUMAWorkaroundTexture(GLuint texture,
GLenum textureType,
GLenum target,
GLenum lumaFormat,
size_t level,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
const gl::Framebuffer *source)
{
gl::Error error = initializeResources();
if (error.isError())
{
return error;
}
// Blit the framebuffer to the first scratch texture
const FramebufferGL *sourceFramebufferGL = GetImplAs<FramebufferGL>(source);
mStateManager->bindFramebuffer(GL_FRAMEBUFFER, sourceFramebufferGL->getFramebufferID());
nativegl::CopyTexImageImageFormat copyTexImageFormat = nativegl::GetCopyTexImageImageFormat(
mFunctions, mWorkarounds, source->getImplementationColorReadFormat(),
source->getImplementationColorReadType());
const gl::InternalFormat &internalFormatInfo =
gl::GetInternalFormatInfo(copyTexImageFormat.internalFormat);
mStateManager->activeTexture(0);
mStateManager->bindTexture(GL_TEXTURE_2D, mScratchTextures[0]);
mFunctions->copyTexImage2D(GL_TEXTURE_2D, 0, copyTexImageFormat.internalFormat, sourceArea.x,
sourceArea.y, sourceArea.width, sourceArea.height, 0);
// Set the swizzle of the scratch texture so that the channels sample into the correct emulated
// LUMA channels.
GLint swizzle[4] = {
(lumaFormat == GL_ALPHA) ? GL_ALPHA : GL_RED,
(lumaFormat == GL_LUMINANCE_ALPHA) ? GL_ALPHA : GL_ZERO, GL_ZERO, GL_ZERO,
};
mFunctions->texParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
// Make a temporary framebuffer using the second scratch texture to render the swizzled result
// to.
mStateManager->bindTexture(GL_TEXTURE_2D, mScratchTextures[1]);
mFunctions->texImage2D(GL_TEXTURE_2D, 0, copyTexImageFormat.internalFormat, sourceArea.width,
sourceArea.height, 0, internalFormatInfo.format,
source->getImplementationColorReadType(), nullptr);
mStateManager->bindFramebuffer(GL_FRAMEBUFFER, mScratchFBO);
mFunctions->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mScratchTextures[1], 0);
// Render to the destination texture, sampling from the scratch texture
mStateManager->useProgram(mBlitProgram);
mStateManager->setViewport(gl::Rectangle(0, 0, sourceArea.width, sourceArea.height));
mStateManager->setScissorTestEnabled(false);
mStateManager->setDepthRange(0.0f, 1.0f);
mStateManager->setBlendEnabled(false);
mStateManager->setColorMask(true, true, true, true);
mStateManager->setSampleAlphaToCoverageEnabled(false);
mStateManager->setSampleCoverageEnabled(false);
mStateManager->setDepthTestEnabled(false);
mStateManager->setStencilTestEnabled(false);
mStateManager->setCullFaceEnabled(false);
mStateManager->setPolygonOffsetFillEnabled(false);
mStateManager->setRasterizerDiscardEnabled(false);
mStateManager->bindTexture(GL_TEXTURE_2D, mScratchTextures[0]);
mStateManager->bindVertexArray(mVAO, 0);
mFunctions->drawArrays(GL_TRIANGLES, 0, 6);
// Finally, copy the swizzled texture to the destination texture
mStateManager->bindTexture(textureType, texture);
mFunctions->copyTexSubImage2D(target, static_cast<GLint>(level), destOffset.x, destOffset.y, 0,
0, sourceArea.width, sourceArea.height);
return gl::Error(GL_NO_ERROR);
}
gl::Error BlitGL::initializeResources()
{
if (mBlitProgram == 0)
{
mBlitProgram = mFunctions->createProgram();
// Compile the fragment shader
const char *vsSource =
"#version 150\n"
"out vec2 v_texcoord;\n"
"\n"
"void main()\n"
"{\n"
" const vec2 quad_positions[6] = vec2[6]\n"
" (\n"
" vec2(0.0f, 0.0f),\n"
" vec2(0.0f, 1.0f),\n"
" vec2(1.0f, 0.0f),\n"
"\n"
" vec2(0.0f, 1.0f),\n"
" vec2(1.0f, 0.0f),\n"
" vec2(1.0f, 1.0f)\n"
" );\n"
"\n"
" gl_Position = vec4((quad_positions[gl_VertexID] * 2.0) - 1.0, 0.0, 1.0);\n"
" v_texcoord = quad_positions[gl_VertexID];\n"
"}\n";
GLuint vs = mFunctions->createShader(GL_VERTEX_SHADER);
mFunctions->shaderSource(vs, 1, &vsSource, nullptr);
mFunctions->compileShader(vs);
gl::Error error = CheckCompileStatus(mFunctions, vs);
mFunctions->attachShader(mBlitProgram, vs);
mFunctions->deleteShader(vs);
if (error.isError())
{
return error;
}
// Compile the vertex shader
const char *fsSource =
"#version 150\n"
"uniform sampler2D u_source_texture;\n"
"in vec2 v_texcoord;\n"
"out vec4 output_color;\n"
"\n"
"void main()\n"
"{\n"
" output_color = texture(u_source_texture, v_texcoord);\n"
"}\n";
GLuint fs = mFunctions->createShader(GL_FRAGMENT_SHADER);
mFunctions->shaderSource(fs, 1, &fsSource, nullptr);
mFunctions->compileShader(fs);
error = CheckCompileStatus(mFunctions, fs);
mFunctions->attachShader(mBlitProgram, fs);
mFunctions->deleteShader(fs);
if (error.isError())
{
return error;
}
mFunctions->linkProgram(mBlitProgram);
error = CheckLinkStatus(mFunctions, mBlitProgram);
if (error.isError())
{
return error;
}
GLuint textureUniform = mFunctions->getUniformLocation(mBlitProgram, "u_source_texture");
mStateManager->useProgram(mBlitProgram);
mFunctions->uniform1i(textureUniform, 0);
}
for (size_t i = 0; i < ArraySize(mScratchTextures); i++)
{
if (mScratchTextures[i] == 0)
{
mFunctions->genTextures(1, &mScratchTextures[i]);
mStateManager->bindTexture(GL_TEXTURE_2D, mScratchTextures[i]);
// Use nearest, non-mipmapped sampling with the scratch texture
mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
}
if (mScratchFBO == 0)
{
mFunctions->genFramebuffers(1, &mScratchFBO);
}
if (mVAO == 0)
{
mFunctions->genVertexArrays(1, &mVAO);
}
return gl::Error(GL_NO_ERROR);
}
}