OpenGL: Refactor texture uploads.

Move texture uploads into CommandBufferGL::DoTexSubImage() and use it
for both CommandBuffer CopyBufferToTexture and
QueueGL::WriteTextureImpl(). On the CB side, For now this is only used
for compressed ES textures. Desktop GL has a fast-path for compressed
textures that isn't currently implemented.

Bug: dawn:684

Change-Id: I4da02e9c96c13fd71d133778168a5597efa7b59a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/47123
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This commit is contained in:
Stephen White 2021-04-12 23:03:44 +00:00 committed by Commit Bot service account
parent c59d0f6014
commit b676602188
3 changed files with 122 additions and 141 deletions

View File

@ -628,6 +628,11 @@ namespace dawn_native { namespace opengl {
}
gl.BindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer->GetHandle());
TextureDataLayout dataLayout;
dataLayout.offset = 0;
dataLayout.bytesPerRow = src.bytesPerRow;
dataLayout.rowsPerImage = src.rowsPerImage;
gl.ActiveTexture(GL_TEXTURE0);
gl.BindTexture(target, texture->GetHandle());
@ -645,52 +650,8 @@ namespace dawn_native { namespace opengl {
// See OpenGL ES 3.2 SPEC Chapter 8.4.1, "Pixel Storage Modes and Pixel
// Buffer Objects" for more details.
if (gl.GetVersion().IsES()) {
uint64_t copyDataSizePerBlockRow =
(copySize.width / blockInfo.width) * blockInfo.byteSize;
size_t copyBlockRowsPerImage = copySize.height / blockInfo.height;
if (texture->GetArrayLayers() > 1) {
// TODO(jiawei.shao@intel.com): do a single copy when the data is
// correctly packed.
for (size_t copyZ = 0; copyZ < copyExtent.depthOrArrayLayers;
++copyZ) {
uintptr_t offsetPerImage = static_cast<uintptr_t>(
src.offset + copyZ * src.bytesPerRow * src.rowsPerImage);
uint32_t dstOriginY = dst.origin.y;
uint32_t dstOriginZ = dst.origin.z + copyZ;
for (size_t copyBlockRow = 0;
copyBlockRow < copyBlockRowsPerImage; ++copyBlockRow) {
gl.CompressedTexSubImage3D(
target, dst.mipLevel, dst.origin.x, dstOriginY,
dstOriginZ, copyExtent.width, blockInfo.height, 1,
format.internalFormat, copyDataSizePerBlockRow,
reinterpret_cast<void*>(
static_cast<uintptr_t>(offsetPerImage)));
offsetPerImage += src.bytesPerRow;
dstOriginY += blockInfo.height;
}
}
} else {
uintptr_t offset = static_cast<uintptr_t>(src.offset);
uint32_t dstOriginY = dst.origin.y;
// TODO(jiawei.shao@intel.com): do a single copy when the data is
// correctly packed.
for (size_t copyBlockRow = 0; copyBlockRow < copyBlockRowsPerImage;
++copyBlockRow) {
gl.CompressedTexSubImage2D(
target, dst.mipLevel, dst.origin.x, dstOriginY,
copyExtent.width, blockInfo.height, format.internalFormat,
copyDataSizePerBlockRow,
reinterpret_cast<void*>(static_cast<uintptr_t>(offset)));
offset += src.bytesPerRow;
dstOriginY += blockInfo.height;
}
}
DoTexSubImage(gl, dst, reinterpret_cast<void*>(src.offset), dataLayout,
copySize);
} else {
gl.PixelStorei(GL_UNPACK_ROW_LENGTH,
src.bytesPerRow / blockInfo.byteSize * blockInfo.width);
@ -1397,4 +1358,104 @@ namespace dawn_native { namespace opengl {
UNREACHABLE();
}
void DoTexSubImage(const OpenGLFunctions& gl,
const TextureCopy& destination,
const void* data,
const TextureDataLayout& dataLayout,
const Extent3D& writeSizePixel) {
Texture* texture = ToBackend(destination.texture.Get());
SubresourceRange range(Aspect::Color,
{destination.origin.z, writeSizePixel.depthOrArrayLayers},
{destination.mipLevel, 1});
if (IsCompleteSubresourceCopiedTo(texture, writeSizePixel, destination.mipLevel)) {
texture->SetIsSubresourceContentInitialized(true, range);
} else {
texture->EnsureSubresourceContentInitialized(range);
}
const GLFormat& format = texture->GetGLFormat();
GLenum target = texture->GetGLTarget();
data = static_cast<const uint8_t*>(data) + dataLayout.offset;
gl.BindTexture(target, texture->GetHandle());
const TexelBlockInfo& blockInfo =
texture->GetFormat().GetAspectInfo(destination.aspect).block;
if (texture->GetFormat().isCompressed) {
size_t imageSize = writeSizePixel.width / blockInfo.width * blockInfo.byteSize;
Extent3D virtSize = texture->GetMipLevelVirtualSize(destination.mipLevel);
uint32_t width = std::min(writeSizePixel.width, virtSize.width - destination.origin.x);
uint32_t x = destination.origin.x;
// For now, we use row-by-row texture uploads of compressed textures in all cases.
// TODO(crbug.com/dawn/684): For contiguous cases, we should be able to use a single
// texture upload per layer, as we do in the non-compressed case.
if (texture->GetArrayLayers() == 1) {
const uint8_t* d = static_cast<const uint8_t*>(data);
for (uint32_t y = destination.origin.y;
y < destination.origin.y + writeSizePixel.height; y += blockInfo.height) {
uint32_t height = std::min(blockInfo.height, virtSize.height - y);
gl.CompressedTexSubImage2D(target, destination.mipLevel, x, y, width, height,
format.internalFormat, imageSize, d);
d += dataLayout.bytesPerRow;
}
} else {
const uint8_t* slice = static_cast<const uint8_t*>(data);
for (uint32_t z = destination.origin.z;
z < destination.origin.z + writeSizePixel.depthOrArrayLayers; ++z) {
const uint8_t* d = slice;
for (uint32_t y = destination.origin.y;
y < destination.origin.y + writeSizePixel.height; y += blockInfo.height) {
uint32_t height = std::min(blockInfo.height, virtSize.height - y);
gl.CompressedTexSubImage3D(target, destination.mipLevel, x, y, z, width,
height, 1, format.internalFormat, imageSize, d);
d += dataLayout.bytesPerRow;
}
slice += dataLayout.rowsPerImage * dataLayout.bytesPerRow;
}
}
} else if (dataLayout.bytesPerRow % blockInfo.byteSize == 0) {
gl.PixelStorei(GL_UNPACK_ROW_LENGTH,
dataLayout.bytesPerRow / blockInfo.byteSize * blockInfo.width);
if (texture->GetArrayLayers() == 1) {
gl.TexSubImage2D(target, destination.mipLevel, destination.origin.x,
destination.origin.y, writeSizePixel.width, writeSizePixel.height,
format.format, format.type, data);
} else {
gl.PixelStorei(GL_UNPACK_IMAGE_HEIGHT, dataLayout.rowsPerImage * blockInfo.height);
gl.TexSubImage3D(target, destination.mipLevel, destination.origin.x,
destination.origin.y, destination.origin.z, writeSizePixel.width,
writeSizePixel.height, writeSizePixel.depthOrArrayLayers,
format.format, format.type, data);
gl.PixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
}
gl.PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
} else {
if (texture->GetArrayLayers() == 1) {
const uint8_t* d = static_cast<const uint8_t*>(data);
for (uint32_t y = 0; y < writeSizePixel.height; ++y) {
gl.TexSubImage2D(target, destination.mipLevel, destination.origin.x,
destination.origin.y + y, writeSizePixel.width, 1,
format.format, format.type, d);
d += dataLayout.bytesPerRow;
}
} else {
const uint8_t* slice = static_cast<const uint8_t*>(data);
for (uint32_t z = 0; z < writeSizePixel.depthOrArrayLayers; ++z) {
const uint8_t* d = slice;
for (uint32_t y = 0; y < writeSizePixel.height; ++y) {
gl.TexSubImage3D(target, destination.mipLevel, destination.origin.x,
destination.origin.y + y, destination.origin.z + z,
writeSizePixel.width, 1, 1, format.format, format.type, d);
d += dataLayout.bytesPerRow;
}
slice += dataLayout.rowsPerImage * dataLayout.bytesPerRow;
}
}
}
}
}} // namespace dawn_native::opengl

View File

@ -24,6 +24,7 @@ namespace dawn_native {
namespace dawn_native { namespace opengl {
class Device;
struct OpenGLFunctions;
class CommandBuffer final : public CommandBufferBase {
public:
@ -36,6 +37,13 @@ namespace dawn_native { namespace opengl {
MaybeError ExecuteRenderPass(BeginRenderPassCmd* renderPass);
};
// Like glTexSubImage*, the "data" argument is either a pointer to image data or
// an offset if a PBO is bound.
void DoTexSubImage(const OpenGLFunctions& gl,
const TextureCopy& destination,
const void* data,
const TextureDataLayout& dataLayout,
const Extent3D& writeSizePixel);
}} // namespace dawn_native::opengl
#endif // DAWNNATIVE_OPENGL_COMMANDBUFFERGL_H_

View File

@ -56,101 +56,13 @@ namespace dawn_native { namespace opengl {
const void* data,
const TextureDataLayout& dataLayout,
const Extent3D& writeSizePixel) {
const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
Texture* texture = ToBackend(destination.texture);
SubresourceRange range(Aspect::Color,
{destination.origin.z, writeSizePixel.depthOrArrayLayers},
{destination.mipLevel, 1});
if (IsCompleteSubresourceCopiedTo(texture, writeSizePixel, destination.mipLevel)) {
texture->SetIsSubresourceContentInitialized(true, range);
} else {
texture->EnsureSubresourceContentInitialized(range);
}
const GLFormat& format = texture->GetGLFormat();
GLenum target = texture->GetGLTarget();
data = static_cast<const uint8_t*>(data) + dataLayout.offset;
gl.BindTexture(target, texture->GetHandle());
const TexelBlockInfo& blockInfo =
texture->GetFormat().GetAspectInfo(destination.aspect).block;
if (texture->GetFormat().isCompressed) {
size_t imageSize = writeSizePixel.width / blockInfo.width * blockInfo.byteSize;
Extent3D virtSize = texture->GetMipLevelVirtualSize(destination.mipLevel);
uint32_t width = std::min(writeSizePixel.width, virtSize.width - destination.origin.x);
uint32_t x = destination.origin.x;
// For now, we use row-by-row texture uploads of compressed textures in all cases.
// TODO(crbug.com/dawn/684): For contiguous cases, we should be able to use a single
// texture upload per layer, as we do in the non-compressed case.
if (texture->GetArrayLayers() == 1) {
const uint8_t* d = static_cast<const uint8_t*>(data);
for (uint32_t y = destination.origin.y;
y < destination.origin.y + writeSizePixel.height; y += blockInfo.height) {
uint32_t height = std::min(blockInfo.height, virtSize.height - y);
gl.CompressedTexSubImage2D(target, destination.mipLevel, x, y, width, height,
format.internalFormat, imageSize, d);
d += dataLayout.bytesPerRow;
}
} else {
const uint8_t* slice = static_cast<const uint8_t*>(data);
for (uint32_t z = destination.origin.z;
z < destination.origin.z + writeSizePixel.depthOrArrayLayers; ++z) {
const uint8_t* d = slice;
for (uint32_t y = destination.origin.y;
y < destination.origin.y + writeSizePixel.height; y += blockInfo.height) {
uint32_t height = std::min(blockInfo.height, virtSize.height - y);
gl.CompressedTexSubImage3D(target, destination.mipLevel, x, y, z, width,
height, 1, format.internalFormat, imageSize, d);
d += dataLayout.bytesPerRow;
}
slice += dataLayout.rowsPerImage * dataLayout.bytesPerRow;
}
}
} else if (dataLayout.bytesPerRow % blockInfo.byteSize == 0) {
gl.PixelStorei(GL_UNPACK_ROW_LENGTH,
dataLayout.bytesPerRow / blockInfo.byteSize * blockInfo.width);
if (texture->GetArrayLayers() == 1) {
gl.TexSubImage2D(target, destination.mipLevel, destination.origin.x,
destination.origin.y, writeSizePixel.width, writeSizePixel.height,
format.format, format.type, data);
} else {
gl.PixelStorei(GL_UNPACK_IMAGE_HEIGHT, dataLayout.rowsPerImage * blockInfo.height);
gl.TexSubImage3D(target, destination.mipLevel, destination.origin.x,
destination.origin.y, destination.origin.z, writeSizePixel.width,
writeSizePixel.height, writeSizePixel.depthOrArrayLayers,
format.format, format.type, data);
gl.PixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
}
gl.PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
} else {
if (texture->GetArrayLayers() == 1) {
const uint8_t* d = static_cast<const uint8_t*>(data);
for (uint32_t y = 0; y < writeSizePixel.height; ++y) {
gl.TexSubImage2D(target, destination.mipLevel, destination.origin.x,
destination.origin.y + y, writeSizePixel.width, 1,
format.format, format.type, d);
d += dataLayout.bytesPerRow;
}
} else {
const uint8_t* slice = static_cast<const uint8_t*>(data);
for (uint32_t z = 0; z < writeSizePixel.depthOrArrayLayers; ++z) {
const uint8_t* d = slice;
for (uint32_t y = 0; y < writeSizePixel.height; ++y) {
gl.TexSubImage3D(target, destination.mipLevel, destination.origin.x,
destination.origin.y + y, destination.origin.z + z,
writeSizePixel.width, 1, 1, format.format, format.type, d);
d += dataLayout.bytesPerRow;
}
slice += dataLayout.rowsPerImage * dataLayout.bytesPerRow;
}
}
}
TextureCopy textureCopy;
textureCopy.texture = destination.texture;
textureCopy.mipLevel = destination.mipLevel;
textureCopy.origin = destination.origin;
textureCopy.aspect =
SelectFormatAspects(destination.texture->GetFormat(), destination.aspect);
DoTexSubImage(ToBackend(GetDevice())->gl, textureCopy, data, dataLayout, writeSizePixel);
return {};
}