Implement depth/stencil texture-to-texture copies for OpenGL ES 3.1.

Bug: dawn:634
Change-Id: I30f0c1496e5443bda9bee1905162eae39ce2461c
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/38940
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
This commit is contained in:
Stephen White 2021-01-27 23:58:35 +00:00 committed by Commit Bot service account
parent 78440d66f3
commit a194a48ba2
3 changed files with 77 additions and 42 deletions

View File

@ -440,6 +440,81 @@ namespace dawn_native { namespace opengl {
return validTextureCopyExtent;
}
void CopyTextureToTextureWithBlit(const OpenGLFunctions& gl,
const TextureCopy& src,
const TextureCopy& dst,
const Extent3D& copySize) {
Texture* srcTexture = ToBackend(src.texture.Get());
Texture* dstTexture = ToBackend(dst.texture.Get());
// Generate temporary framebuffers for the blits.
GLuint readFBO = 0, drawFBO = 0;
gl.GenFramebuffers(1, &readFBO);
gl.GenFramebuffers(1, &drawFBO);
gl.BindFramebuffer(GL_READ_FRAMEBUFFER, readFBO);
gl.BindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
// Reset state that may affect glBlitFramebuffer().
gl.Disable(GL_SCISSOR_TEST);
GLenum blitMask = 0;
if (src.aspect & Aspect::Color) {
blitMask |= GL_COLOR_BUFFER_BIT;
}
if (src.aspect & Aspect::Depth) {
blitMask |= GL_DEPTH_BUFFER_BIT;
}
if (src.aspect & Aspect::Stencil) {
blitMask |= GL_STENCIL_BUFFER_BIT;
}
// Iterate over all layers, doing a single blit for each.
for (uint32_t layer = 0; layer < copySize.depth; ++layer) {
// Bind all required aspects for this layer.
for (Aspect aspect : IterateEnumMask(src.aspect)) {
GLenum glAttachment;
switch (aspect) {
case Aspect::Color:
glAttachment = GL_COLOR_ATTACHMENT0;
break;
case Aspect::Depth:
glAttachment = GL_DEPTH_ATTACHMENT;
break;
case Aspect::Stencil:
glAttachment = GL_STENCIL_ATTACHMENT;
break;
case Aspect::CombinedDepthStencil:
case Aspect::None:
UNREACHABLE();
}
if (srcTexture->GetArrayLayers() == 1) {
gl.FramebufferTexture2D(GL_READ_FRAMEBUFFER, glAttachment,
srcTexture->GetGLTarget(), srcTexture->GetHandle(),
src.mipLevel);
} else {
gl.FramebufferTextureLayer(GL_READ_FRAMEBUFFER, glAttachment,
srcTexture->GetHandle(),
static_cast<GLint>(src.mipLevel),
static_cast<GLint>(src.origin.z + layer));
}
if (dstTexture->GetArrayLayers() == 1) {
gl.FramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glAttachment,
dstTexture->GetGLTarget(), dstTexture->GetHandle(),
dst.mipLevel);
} else {
gl.FramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, glAttachment,
dstTexture->GetHandle(),
static_cast<GLint>(dst.mipLevel),
static_cast<GLint>(dst.origin.z + layer));
}
}
gl.BlitFramebuffer(src.origin.x, src.origin.y, src.origin.x + copySize.width,
src.origin.y + copySize.height, dst.origin.x, dst.origin.y,
dst.origin.x + copySize.width, dst.origin.y + copySize.height,
blitMask, GL_NEAREST);
}
gl.Enable(GL_SCISSOR_TEST);
gl.DeleteFramebuffers(1, &readFBO);
gl.DeleteFramebuffers(1, &drawFBO);
}
} // namespace
CommandBuffer::CommandBuffer(CommandEncoder* encoder, const CommandBufferDescriptor* descriptor)
@ -793,42 +868,7 @@ namespace dawn_native { namespace opengl {
dst.mipLevel, dst.origin.x, dst.origin.y, dst.origin.z,
copySize.width, copySize.height, copy->copySize.depth);
} else {
GLuint readFBO = 0, drawFBO = 0;
gl.GenFramebuffers(1, &readFBO);
gl.GenFramebuffers(1, &drawFBO);
gl.BindFramebuffer(GL_READ_FRAMEBUFFER, readFBO);
gl.BindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
gl.Disable(GL_SCISSOR_TEST);
for (uint32_t layer = 0; layer < copy->copySize.depth; ++layer) {
if (srcTexture->GetArrayLayers() == 1) {
gl.FramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
srcTexture->GetGLTarget(),
srcTexture->GetHandle(), src.mipLevel);
} else {
gl.FramebufferTextureLayer(
GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
srcTexture->GetHandle(), static_cast<GLint>(src.mipLevel),
static_cast<GLint>(src.origin.z + layer));
}
if (dstTexture->GetArrayLayers() == 1) {
gl.FramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
dstTexture->GetGLTarget(),
dstTexture->GetHandle(), dst.mipLevel);
} else {
gl.FramebufferTextureLayer(
GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
dstTexture->GetHandle(), static_cast<GLint>(dst.mipLevel),
static_cast<GLint>(dst.origin.z + layer));
}
gl.BlitFramebuffer(
src.origin.x, src.origin.y, src.origin.x + copySize.width,
src.origin.y + copySize.height, dst.origin.x, dst.origin.y,
dst.origin.x + copySize.width, dst.origin.y + copySize.height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
gl.Enable(GL_SCISSOR_TEST);
gl.DeleteFramebuffers(1, &readFBO);
gl.DeleteFramebuffers(1, &drawFBO);
CopyTextureToTextureWithBlit(gl, src, dst, copySize);
}
break;
}

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@ -24,6 +24,7 @@ namespace dawn_native {
namespace dawn_native { namespace opengl {
class Device;
struct OpenGLFunctions;
class CommandBuffer final : public CommandBufferBase {
public:

View File

@ -475,9 +475,6 @@ TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyNonRenderableNonZeroMipStenc
// Test copying both aspects in a T2T copy, then copying only depth.
TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyDepth) {
// TODO(crbug.com/dawn/634): Diagnose and fix ANGLE failure.
DAWN_SKIP_TEST_IF(IsANGLE());
constexpr uint32_t kWidth = 4;
constexpr uint32_t kHeight = 4;
@ -496,9 +493,6 @@ TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyDepth) {
// Test copying both aspects in a T2T copy, then copying only depth at a nonzero mip.
TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyNonZeroMipDepth) {
// TODO(crbug.com/dawn/634): Diagnose and fix ANGLE failure.
DAWN_SKIP_TEST_IF(IsANGLE());
wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
0.1f, 0.3f, 1u, 3u, 8, 8, wgpu::TextureUsage::RenderAttachment, 1);