Hash :
239ef680
Author :
Date :
2024-11-21T00:00:00
Metal: Support ANGLE_texture_multisample * Added explicit multisample texture creation support * Added support for SAMPLE_MASK frontend state * Adjusted Metal backend caps Fixed: angleproject:380475003 Change-Id: I90250e14da52869cb954b5a61d9c670e958a526c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6048958 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
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//
// Copyright 2019 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.
//
// TextureMtl.h:
// Defines the class interface for TextureMtl, implementing TextureImpl.
//
#ifndef LIBANGLE_RENDERER_METAL_TEXTUREMTL_H_
#define LIBANGLE_RENDERER_METAL_TEXTUREMTL_H_
#include <map>
#include "common/PackedEnums.h"
#include "libANGLE/renderer/TextureImpl.h"
#include "libANGLE/renderer/metal/RenderTargetMtl.h"
#include "libANGLE/renderer/metal/SurfaceMtl.h"
#include "libANGLE/renderer/metal/mtl_command_buffer.h"
#include "libANGLE/renderer/metal/mtl_context_device.h"
#include "libANGLE/renderer/metal/mtl_resources.h"
namespace rx
{
// structure represents one image definition of a texture created by glTexImage* call.
struct ImageDefinitionMtl
{
mtl::TextureRef image;
angle::FormatID formatID = angle::FormatID::NONE;
};
class TextureMtl : public TextureImpl
{
public:
using TextureViewVector = std::vector<mtl::TextureRef>;
using LayerLevelTextureViewVector = std::vector<TextureViewVector>;
TextureMtl(const gl::TextureState &state);
// Texture view
TextureMtl(const TextureMtl &mtl, GLenum format);
~TextureMtl() override;
void onDestroy(const gl::Context *context) override;
angle::Result setImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels) override;
angle::Result setSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels) override;
angle::Result setCompressedImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
angle::Result setCompressedSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
angle::Result copyImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
gl::Framebuffer *source) override;
angle::Result copySubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
gl::Framebuffer *source) override;
angle::Result copyTexture(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
GLenum type,
GLint sourceLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source) override;
angle::Result copySubTexture(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
GLint sourceLevel,
const gl::Box &sourceBox,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source) override;
angle::Result copyCompressedTexture(const gl::Context *context,
const gl::Texture *source) override;
angle::Result setStorage(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size) override;
angle::Result setStorageExternalMemory(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size,
gl::MemoryObject *memoryObject,
GLuint64 offset,
GLbitfield createFlags,
GLbitfield usageFlags,
const void *imageCreateInfoPNext) override;
angle::Result setStorageMultisample(const gl::Context *context,
gl::TextureType type,
GLsizei samples,
GLint internalFormat,
const gl::Extents &size,
bool fixedSampleLocations) override;
angle::Result setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image) override;
angle::Result setImageExternal(const gl::Context *context,
gl::TextureType type,
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc) override;
angle::Result generateMipmap(const gl::Context *context) override;
angle::Result setBaseLevel(const gl::Context *context, GLuint baseLevel) override;
angle::Result bindTexImage(const gl::Context *context, egl::Surface *surface) override;
angle::Result releaseTexImage(const gl::Context *context) override;
angle::Result getAttachmentRenderTarget(const gl::Context *context,
GLenum binding,
const gl::ImageIndex &imageIndex,
GLsizei samples,
FramebufferAttachmentRenderTarget **rtOut) override;
angle::Result syncState(const gl::Context *context,
const gl::Texture::DirtyBits &dirtyBits,
gl::Command source) override;
angle::Result initializeContents(const gl::Context *context,
GLenum binding,
const gl::ImageIndex &imageIndex) override;
// The texture's data is initially initialized and stored in an array
// of images through glTexImage*/glCopyTex* calls. During draw calls, the caller must make sure
// the actual texture is created by calling this method to transfer the stored images data
// to the actual texture.
angle::Result ensureNativeStorageCreated(const gl::Context *context);
angle::Result bindToShader(const gl::Context *context,
mtl::RenderCommandEncoder *cmdEncoder,
gl::ShaderType shaderType,
gl::Sampler *sampler, /** nullable */
int textureSlotIndex,
int samplerSlotIndex);
angle::Result bindToShaderImage(const gl::Context *context,
mtl::RenderCommandEncoder *cmdEncoder,
gl::ShaderType shaderType,
int textureSlotIndex,
int level,
int layer,
GLenum format);
const mtl::Format &getFormat() const { return mFormat; }
private:
void deallocateNativeStorage(bool keepImages, bool keepSamplerStateAndFormat = false);
angle::Result createNativeStorage(const gl::Context *context,
gl::TextureType type,
GLuint mips,
GLuint samples,
const gl::Extents &size);
angle::Result onBaseMaxLevelsChanged(const gl::Context *context);
angle::Result ensureSamplerStateCreated(const gl::Context *context);
// Ensure image at given index is created:
angle::Result ensureImageCreated(const gl::Context *context, const gl::ImageIndex &index);
// Ensure all image views at all faces/levels are retained.
void retainImageDefinitions();
mtl::TextureRef createImageViewFromTextureStorage(GLuint cubeFaceOrZero, GLuint glLevel);
angle::Result createViewFromBaseToMaxLevel();
angle::Result ensureLevelViewsWithinBaseMaxCreated();
angle::Result checkForEmulatedChannels(const gl::Context *context,
const mtl::Format &mtlFormat,
const mtl::TextureRef &texture);
mtl::TextureRef &getImage(const gl::ImageIndex &imageIndex);
ImageDefinitionMtl &getImageDefinition(const gl::ImageIndex &imageIndex);
angle::Result getRenderTarget(ContextMtl *context,
const gl::ImageIndex &imageIndex,
GLsizei implicitSamples,
RenderTargetMtl **renderTargetOut);
mtl::TextureRef &getImplicitMSTexture(const gl::ImageIndex &imageIndex);
angle::Result setStorageImpl(const gl::Context *context,
gl::TextureType type,
GLuint mips,
GLuint samples,
const mtl::Format &mtlFormat,
const gl::Extents &size);
angle::Result redefineImage(const gl::Context *context,
const gl::ImageIndex &index,
const mtl::Format &mtlFormat,
const gl::Extents &size);
angle::Result setImageImpl(const gl::Context *context,
const gl::ImageIndex &index,
const gl::InternalFormat &dstFormatInfo,
const gl::Extents &size,
GLenum srcFormat,
GLenum srcType,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels);
angle::Result setSubImageImpl(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
const gl::InternalFormat &formatInfo,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels);
angle::Result copySubImageImpl(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
const gl::InternalFormat &internalFormat,
const FramebufferMtl *source,
const RenderTargetMtl *sourceRtt);
angle::Result copySubImageWithDraw(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
const gl::InternalFormat &internalFormat,
const FramebufferMtl *source,
const RenderTargetMtl *sourceRtt);
angle::Result copySubImageCPU(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
const gl::InternalFormat &internalFormat,
const FramebufferMtl *source,
const RenderTargetMtl *sourceRtt);
angle::Result copySubTextureImpl(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::InternalFormat &internalFormat,
GLint sourceLevel,
const gl::Box &sourceBox,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source);
angle::Result copySubTextureWithDraw(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::InternalFormat &internalFormat,
const mtl::MipmapNativeLevel &sourceNativeLevel,
const gl::Box &sourceBox,
const angle::Format &sourceAngleFormat,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const mtl::TextureRef &sourceTexture);
angle::Result copySubTextureCPU(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::InternalFormat &internalFormat,
const mtl::MipmapNativeLevel &sourceNativeLevel,
const gl::Box &sourceBox,
const angle::Format &sourceAngleFormat,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const mtl::TextureRef &sourceTexture);
// Copy data to texture's per array's slice/cube's face. NOTE: This function doesn't upload
// data to 3D texture's z layer. Metal treats 3D texture's z layer & array texture's slice
// differently. For array/cube texture, it is only possible to upload to one slice at a time.
angle::Result setPerSliceSubImage(const gl::Context *context,
int slice,
const MTLRegion &mtlArea,
const gl::InternalFormat &internalFormat,
GLenum type,
const angle::Format &pixelsAngleFormat,
size_t pixelsRowPitch,
size_t pixelsDepthPitch,
gl::Buffer *unpackBuffer,
const uint8_t *pixels,
const mtl::TextureRef &image);
// Convert pixels to suported format before uploading to texture
angle::Result convertAndSetPerSliceSubImage(const gl::Context *context,
int slice,
const MTLRegion &mtlArea,
const gl::InternalFormat &internalFormat,
GLenum type,
const angle::Format &pixelsAngleFormat,
size_t pixelsRowPitch,
size_t pixelsDepthPitch,
gl::Buffer *unpackBuffer,
const uint8_t *pixels,
const mtl::TextureRef &image);
angle::Result generateMipmapCPU(const gl::Context *context);
bool needsFormatViewForPixelLocalStorage(const ShPixelLocalStorageOptions &) const;
bool isImmutableOrPBuffer() const;
mtl::Format mFormat;
egl::Surface *mBoundSurface = nullptr;
class NativeTextureWrapper;
class NativeTextureWrapperWithViewSupport;
// The real texture used by Metal.
// For non-immutable texture, this usually contains levels from (GL base level -> GL max level).
// For immutable texture, this contains levels allocated with glTexStorage which could be
// outside (GL base level -> GL max level) range.
std::unique_ptr<NativeTextureWrapperWithViewSupport> mNativeTextureStorage;
// The view of mNativeTextureStorage from (GL base level -> GL max level)
std::unique_ptr<NativeTextureWrapper> mViewFromBaseToMaxLevel;
id<MTLSamplerState> mMetalSamplerState = nil;
// Number of slices
uint32_t mSlices = 1;
// Stored images array defined by glTexImage/glCopy*.
// Once the images array is complete, they will be transferred to real texture object.
// NOTE:
// - For Cube map, there will be at most 6 entries in the map table, one for each face. This is
// because the Cube map's image is defined per face & per level.
// - For other texture types, there will be only one entry in the map table. All other textures
// except Cube map has texture image defined per level (all slices included).
// - The second dimension is indexed by GL level.
std::map<int, gl::TexLevelArray<ImageDefinitionMtl>> mTexImageDefs;
// 1st index = image index, 2nd index = samples count.
std::map<gl::ImageIndex, gl::RenderToTextureImageMap<RenderTargetMtl>> mRenderTargets;
std::map<gl::ImageIndex, gl::RenderToTextureImageMap<mtl::TextureRef>> mImplicitMSTextures;
// Lazily populated 2D views for shader storage images.
// May have different formats than the original texture.
// Indexed by format, then layer, then level.
std::map<MTLPixelFormat, LayerLevelTextureViewVector> mShaderImageViews;
// Mipmap views are indexed from (base GL level -> max GL level):
mtl::NativeTexLevelArray mLevelViewsWithinBaseMax;
// The swizzled or stencil view used for shader sampling.
mtl::TextureRef mSwizzleStencilSamplingView;
};
} // namespace rx
#endif /* LIBANGLE_RENDERER_METAL_TEXTUREMTL_H_ */