OpenGL: refactor texture-to-texture copies into UtilsGL.
Change-Id: I6210b192c0676dacecc0d0b1026905b31e869d72 Bug: dawn:593 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/84440 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Stephen White <senorblanco@chromium.org>
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@ -452,85 +452,6 @@ namespace dawn::native::opengl {
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return validTextureCopyExtent;
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}
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void CopyTextureToTextureWithBlit(const OpenGLFunctions& gl,
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const TextureCopy& src,
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const TextureCopy& dst,
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const Extent3D& copySize) {
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Texture* srcTexture = ToBackend(src.texture.Get());
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Texture* dstTexture = ToBackend(dst.texture.Get());
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// Generate temporary framebuffers for the blits.
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GLuint readFBO = 0, drawFBO = 0;
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gl.GenFramebuffers(1, &readFBO);
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gl.GenFramebuffers(1, &drawFBO);
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gl.BindFramebuffer(GL_READ_FRAMEBUFFER, readFBO);
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gl.BindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
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// Reset state that may affect glBlitFramebuffer().
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gl.Disable(GL_SCISSOR_TEST);
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GLenum blitMask = 0;
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if (src.aspect & Aspect::Color) {
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blitMask |= GL_COLOR_BUFFER_BIT;
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}
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if (src.aspect & Aspect::Depth) {
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blitMask |= GL_DEPTH_BUFFER_BIT;
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}
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if (src.aspect & Aspect::Stencil) {
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blitMask |= GL_STENCIL_BUFFER_BIT;
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}
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// Iterate over all layers, doing a single blit for each.
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for (uint32_t layer = 0; layer < copySize.depthOrArrayLayers; ++layer) {
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// Bind all required aspects for this layer.
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for (Aspect aspect : IterateEnumMask(src.aspect)) {
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GLenum glAttachment;
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switch (aspect) {
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case Aspect::Color:
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glAttachment = GL_COLOR_ATTACHMENT0;
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break;
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case Aspect::Depth:
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glAttachment = GL_DEPTH_ATTACHMENT;
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break;
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case Aspect::Stencil:
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glAttachment = GL_STENCIL_ATTACHMENT;
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break;
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case Aspect::CombinedDepthStencil:
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case Aspect::None:
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case Aspect::Plane0:
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case Aspect::Plane1:
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UNREACHABLE();
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}
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if (srcTexture->GetArrayLayers() == 1 &&
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srcTexture->GetDimension() == wgpu::TextureDimension::e2D) {
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gl.FramebufferTexture2D(GL_READ_FRAMEBUFFER, glAttachment,
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srcTexture->GetGLTarget(), srcTexture->GetHandle(),
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src.mipLevel);
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} else {
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gl.FramebufferTextureLayer(GL_READ_FRAMEBUFFER, glAttachment,
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srcTexture->GetHandle(),
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static_cast<GLint>(src.mipLevel),
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static_cast<GLint>(src.origin.z + layer));
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}
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if (dstTexture->GetArrayLayers() == 1 &&
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dstTexture->GetDimension() == wgpu::TextureDimension::e2D) {
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gl.FramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glAttachment,
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dstTexture->GetGLTarget(), dstTexture->GetHandle(),
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dst.mipLevel);
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} else {
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gl.FramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, glAttachment,
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dstTexture->GetHandle(),
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static_cast<GLint>(dst.mipLevel),
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static_cast<GLint>(dst.origin.z + layer));
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}
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}
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gl.BlitFramebuffer(src.origin.x, src.origin.y, src.origin.x + copySize.width,
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src.origin.y + copySize.height, dst.origin.x, dst.origin.y,
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dst.origin.x + copySize.width, dst.origin.y + copySize.height,
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blitMask, GL_NEAREST);
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}
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gl.Enable(GL_SCISSOR_TEST);
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gl.DeleteFramebuffers(1, &readFBO);
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gl.DeleteFramebuffers(1, &drawFBO);
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}
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bool TextureFormatIsSnorm(wgpu::TextureFormat format) {
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return format == wgpu::TextureFormat::RGBA8Snorm ||
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format == wgpu::TextureFormat::RG8Snorm ||
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@ -793,16 +714,10 @@ namespace dawn::native::opengl {
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} else {
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dstTexture->EnsureSubresourceContentInitialized(dstRange);
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}
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if (gl.IsAtLeastGL(4, 3) || gl.IsAtLeastGLES(3, 2)) {
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gl.CopyImageSubData(srcTexture->GetHandle(), srcTexture->GetGLTarget(),
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src.mipLevel, src.origin.x, src.origin.y, src.origin.z,
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CopyImageSubData(gl, src.aspect, srcTexture->GetHandle(),
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srcTexture->GetGLTarget(), src.mipLevel, src.origin,
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dstTexture->GetHandle(), dstTexture->GetGLTarget(),
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dst.mipLevel, dst.origin.x, dst.origin.y, dst.origin.z,
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copySize.width, copySize.height,
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copy->copySize.depthOrArrayLayers);
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} else {
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CopyTextureToTextureWithBlit(gl, src, dst, copySize);
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}
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dst.mipLevel, dst.origin, copySize);
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break;
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}
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@ -15,6 +15,8 @@
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#include "dawn/native/opengl/UtilsGL.h"
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#include "dawn/common/Assert.h"
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#include "dawn/native/EnumMaskIterator.h"
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#include "dawn/native/opengl/OpenGLFunctions.h"
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namespace dawn::native::opengl {
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@ -55,4 +57,97 @@ namespace dawn::native::opengl {
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UNREACHABLE();
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}
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}
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void CopyImageSubData(const OpenGLFunctions& gl,
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Aspect srcAspects,
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GLuint srcHandle,
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GLenum srcTarget,
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GLint srcLevel,
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const Origin3D& src,
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GLuint dstHandle,
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GLenum dstTarget,
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GLint dstLevel,
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const Origin3D& dst,
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const Extent3D& size) {
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if (gl.IsAtLeastGL(4, 3) || gl.IsAtLeastGLES(3, 2)) {
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gl.CopyImageSubData(srcHandle, srcTarget, srcLevel, src.x, src.y, src.z, dstHandle,
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dstTarget, dstLevel, dst.x, dst.y, dst.z, size.width, size.height,
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size.depthOrArrayLayers);
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return;
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}
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GLint prevReadFBO = 0, prevDrawFBO = 0;
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gl.GetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &prevReadFBO);
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gl.GetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &prevDrawFBO);
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// Generate temporary framebuffers for the blits.
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GLuint readFBO = 0, drawFBO = 0;
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gl.GenFramebuffers(1, &readFBO);
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gl.GenFramebuffers(1, &drawFBO);
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gl.BindFramebuffer(GL_READ_FRAMEBUFFER, readFBO);
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gl.BindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
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// Reset state that may affect glBlitFramebuffer().
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gl.Disable(GL_SCISSOR_TEST);
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GLenum blitMask = 0;
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if (srcAspects & Aspect::Color) {
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blitMask |= GL_COLOR_BUFFER_BIT;
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}
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if (srcAspects & Aspect::Depth) {
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blitMask |= GL_DEPTH_BUFFER_BIT;
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}
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if (srcAspects & Aspect::Stencil) {
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blitMask |= GL_STENCIL_BUFFER_BIT;
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}
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// Iterate over all layers, doing a single blit for each.
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for (uint32_t layer = 0; layer < size.depthOrArrayLayers; ++layer) {
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// Set attachments for all aspects.
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for (Aspect aspect : IterateEnumMask(srcAspects)) {
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GLenum glAttachment;
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switch (aspect) {
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case Aspect::Color:
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glAttachment = GL_COLOR_ATTACHMENT0;
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break;
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case Aspect::Depth:
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glAttachment = GL_DEPTH_ATTACHMENT;
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break;
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case Aspect::Stencil:
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glAttachment = GL_STENCIL_ATTACHMENT;
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break;
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case Aspect::CombinedDepthStencil:
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case Aspect::None:
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case Aspect::Plane0:
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case Aspect::Plane1:
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UNREACHABLE();
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}
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if (srcTarget == GL_TEXTURE_2D) {
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gl.FramebufferTexture2D(GL_READ_FRAMEBUFFER, glAttachment, srcTarget, srcHandle,
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srcLevel);
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} else {
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gl.FramebufferTextureLayer(GL_READ_FRAMEBUFFER, glAttachment, srcHandle,
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srcLevel, src.z + layer);
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}
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if (dstTarget == GL_TEXTURE_2D) {
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gl.FramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glAttachment, dstTarget, dstHandle,
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dstLevel);
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} else if (dstTarget == GL_TEXTURE_CUBE_MAP) {
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GLenum target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer;
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gl.FramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glAttachment, target, dstHandle,
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dstLevel);
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} else {
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gl.FramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, glAttachment, dstHandle,
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dstLevel, dst.z + layer);
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}
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}
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gl.BlitFramebuffer(src.x, src.y, size.width, size.height, dst.x, dst.y, size.width,
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size.height, blitMask, GL_NEAREST);
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}
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gl.Enable(GL_SCISSOR_TEST);
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gl.DeleteFramebuffers(1, &readFBO);
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gl.DeleteFramebuffers(1, &drawFBO);
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gl.BindFramebuffer(GL_READ_FRAMEBUFFER, prevReadFBO);
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gl.BindFramebuffer(GL_DRAW_FRAMEBUFFER, prevDrawFBO);
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}
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} // namespace dawn::native::opengl
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@ -15,13 +15,27 @@
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#ifndef DAWNNATIVE_OPENGL_UTILSGL_H_
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#define DAWNNATIVE_OPENGL_UTILSGL_H_
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#include "dawn/native/Format.h"
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#include "dawn/native/dawn_platform.h"
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#include "dawn/native/opengl/opengl_platform.h"
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namespace dawn::native::opengl {
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struct OpenGLFunctions;
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GLuint ToOpenGLCompareFunction(wgpu::CompareFunction compareFunction);
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GLint GetStencilMaskFromStencilFormat(wgpu::TextureFormat depthStencilFormat);
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void CopyImageSubData(const OpenGLFunctions& gl,
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Aspect srcAspects,
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GLuint srcHandle,
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GLenum srcTarget,
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GLint srcLevel,
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const Origin3D& src,
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GLuint dstHandle,
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GLenum dstTarget,
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GLint dstLevel,
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const Origin3D& dst,
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const Extent3D& size);
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} // namespace dawn::native::opengl
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#endif // DAWNNATIVE_OPENGL_UTILSGL_H_
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