OpenGL: Use non-filtering samplers for int/uint texture.
Using a sampler with filtering on int / uint textures makes them incomplete, causing them to sample black on very conformant drivers. Each opengl::Sampler is updated to create to GL sampler, a filtering one and a non-filtering one. PipelineGL and CommandBufferGL takes advantage of the new BGLBinding::textureComponentType to know which of the two samplers to use. BUG=dawn:128 Change-Id: Idbf5668213bbe6a8639847d57e2be1244f97800c Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/10282 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org>
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@ -246,12 +246,18 @@ namespace dawn_native { namespace opengl {
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} break;
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case dawn::BindingType::Sampler: {
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GLuint sampler =
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ToBackend(group->GetBindingAsSampler(bindingIndex))->GetHandle();
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Sampler* sampler = ToBackend(group->GetBindingAsSampler(bindingIndex));
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GLuint samplerIndex = indices[bindingIndex];
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for (auto unit : pipeline->GetTextureUnitsForSampler(samplerIndex)) {
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gl.BindSampler(unit, sampler);
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for (PipelineGL::SamplerUnit unit :
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pipeline->GetTextureUnitsForSampler(samplerIndex)) {
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// Only use filtering for certain texture units, because int and uint
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// texture are only complete without filtering
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if (unit.shouldUseFiltering) {
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gl.BindSampler(unit.unit, sampler->GetFilteringHandle());
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} else {
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gl.BindSampler(unit.unit, sampler->GetNonFilteringHandle());
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}
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}
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} break;
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@ -173,20 +173,27 @@ namespace dawn_native { namespace opengl {
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gl.Uniform1i(location, textureUnit);
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GLuint samplerIndex =
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indices[combined.samplerLocation.group][combined.samplerLocation.binding];
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mUnitsForSamplers[samplerIndex].push_back(textureUnit);
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GLuint textureIndex =
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indices[combined.textureLocation.group][combined.textureLocation.binding];
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mUnitsForTextures[textureIndex].push_back(textureUnit);
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dawn::TextureComponentType componentType =
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layout->GetBindGroupLayout(combined.textureLocation.group)
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->GetBindingInfo()
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.textureComponentTypes[combined.textureLocation.binding];
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bool shouldUseFiltering = componentType == dawn::TextureComponentType::Float;
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GLuint samplerIndex =
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indices[combined.samplerLocation.group][combined.samplerLocation.binding];
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mUnitsForSamplers[samplerIndex].push_back({textureUnit, shouldUseFiltering});
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textureUnit++;
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}
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}
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}
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const std::vector<GLuint>& PipelineGL::GetTextureUnitsForSampler(GLuint index) const {
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const std::vector<PipelineGL::SamplerUnit>& PipelineGL::GetTextureUnitsForSampler(
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GLuint index) const {
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ASSERT(index < mUnitsForSamplers.size());
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return mUnitsForSamplers[index];
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}
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@ -39,7 +39,13 @@ namespace dawn_native { namespace opengl {
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using BindingLocations =
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std::array<std::array<GLint, kMaxBindingsPerGroup>, kMaxBindGroups>;
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const std::vector<GLuint>& GetTextureUnitsForSampler(GLuint index) const;
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// For each unit a sampler is bound to we need to know if we should use filtering or not
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// because int and uint texture are only complete without filtering.
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struct SamplerUnit {
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GLuint unit;
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bool shouldUseFiltering;
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};
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const std::vector<SamplerUnit>& GetTextureUnitsForSampler(GLuint index) const;
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const std::vector<GLuint>& GetTextureUnitsForTextureView(GLuint index) const;
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GLuint GetProgramHandle() const;
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@ -47,7 +53,7 @@ namespace dawn_native { namespace opengl {
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private:
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GLuint mProgram;
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std::vector<std::vector<GLuint>> mUnitsForSamplers;
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std::vector<std::vector<SamplerUnit>> mUnitsForSamplers;
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std::vector<std::vector<GLuint>> mUnitsForTextures;
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};
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@ -76,26 +76,53 @@ namespace dawn_native { namespace opengl {
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: SamplerBase(device, descriptor) {
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const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
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gl.GenSamplers(1, &mHandle);
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gl.SamplerParameteri(mHandle, GL_TEXTURE_MAG_FILTER, MagFilterMode(descriptor->magFilter));
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gl.SamplerParameteri(mHandle, GL_TEXTURE_MIN_FILTER,
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MinFilterMode(descriptor->minFilter, descriptor->mipmapFilter));
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gl.SamplerParameteri(mHandle, GL_TEXTURE_WRAP_R, WrapMode(descriptor->addressModeW));
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gl.SamplerParameteri(mHandle, GL_TEXTURE_WRAP_S, WrapMode(descriptor->addressModeU));
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gl.SamplerParameteri(mHandle, GL_TEXTURE_WRAP_T, WrapMode(descriptor->addressModeV));
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gl.GenSamplers(1, &mFilteringHandle);
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SetupGLSampler(mFilteringHandle, descriptor, false);
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gl.SamplerParameterf(mHandle, GL_TEXTURE_MIN_LOD, descriptor->lodMinClamp);
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gl.SamplerParameterf(mHandle, GL_TEXTURE_MAX_LOD, descriptor->lodMaxClamp);
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gl.GenSamplers(1, &mNonFilteringHandle);
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SetupGLSampler(mNonFilteringHandle, descriptor, true);
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}
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Sampler::~Sampler() {
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const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
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gl.DeleteSamplers(1, &mFilteringHandle);
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gl.DeleteSamplers(1, &mNonFilteringHandle);
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}
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void Sampler::SetupGLSampler(GLuint sampler,
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const SamplerDescriptor* descriptor,
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bool forceNearest) {
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const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
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if (forceNearest) {
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gl.SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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gl.SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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} else {
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gl.SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER,
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MagFilterMode(descriptor->magFilter));
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gl.SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER,
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MinFilterMode(descriptor->minFilter, descriptor->mipmapFilter));
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}
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gl.SamplerParameteri(sampler, GL_TEXTURE_WRAP_R, WrapMode(descriptor->addressModeW));
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gl.SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, WrapMode(descriptor->addressModeU));
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gl.SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, WrapMode(descriptor->addressModeV));
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gl.SamplerParameterf(sampler, GL_TEXTURE_MIN_LOD, descriptor->lodMinClamp);
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gl.SamplerParameterf(sampler, GL_TEXTURE_MAX_LOD, descriptor->lodMaxClamp);
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if (ToOpenGLCompareFunction(descriptor->compare) != GL_NEVER) {
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gl.SamplerParameteri(mHandle, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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gl.SamplerParameteri(mHandle, GL_TEXTURE_COMPARE_FUNC,
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gl.SamplerParameteri(sampler, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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gl.SamplerParameteri(sampler, GL_TEXTURE_COMPARE_FUNC,
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ToOpenGLCompareFunction(descriptor->compare));
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}
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}
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GLuint Sampler::GetHandle() const {
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return mHandle;
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GLuint Sampler::GetFilteringHandle() const {
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return mFilteringHandle;
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}
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GLuint Sampler::GetNonFilteringHandle() const {
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return mNonFilteringHandle;
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}
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}} // namespace dawn_native::opengl
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@ -26,11 +26,19 @@ namespace dawn_native { namespace opengl {
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class Sampler : public SamplerBase {
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public:
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Sampler(Device* device, const SamplerDescriptor* descriptor);
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~Sampler();
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GLuint GetHandle() const;
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GLuint GetFilteringHandle() const;
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GLuint GetNonFilteringHandle() const;
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private:
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GLuint mHandle;
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void SetupGLSampler(GLuint sampler, const SamplerDescriptor* descriptor, bool forceNearest);
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GLuint mFilteringHandle;
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// This is a sampler equivalent to mFilteringHandle except that it uses NEAREST filtering
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// for everything, which is important to preserve texture completeness for u/int textures.
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GLuint mNonFilteringHandle;
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};
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}} // namespace dawn_native::opengl
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@ -498,146 +498,92 @@ TEST_P(TextureFormatTest, RGBA8Snorm) {
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// Test the R8Uint format
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TEST_P(TextureFormatTest, R8Uint) {
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// TODO(cwallez@chromium.org): This fails on the Intel GL driver, understand why.
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DAWN_SKIP_TEST_IF(IsOpenGL() && IsIntel());
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DoUintTest<uint8_t>({dawn::TextureFormat::R8Uint, 1, dawn::TextureComponentType::Uint, 1});
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}
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// Test the RG8Uint format
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TEST_P(TextureFormatTest, RG8Uint) {
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// TODO(cwallez@chromium.org): This fails on the Intel GL driver, understand why.
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DAWN_SKIP_TEST_IF(IsOpenGL() && IsIntel());
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DoUintTest<uint8_t>({dawn::TextureFormat::RG8Uint, 2, dawn::TextureComponentType::Uint, 2});
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}
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// Test the RGBA8Uint format
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TEST_P(TextureFormatTest, RGBA8Uint) {
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// TODO(cwallez@chromium.org): This fails on the Intel GL driver, understand why.
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DAWN_SKIP_TEST_IF(IsOpenGL() && IsIntel());
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DoUintTest<uint8_t>({dawn::TextureFormat::RGBA8Uint, 4, dawn::TextureComponentType::Uint, 4});
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}
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// Test the R16Uint format
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TEST_P(TextureFormatTest, R16Uint) {
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// TODO(cwallez@chromium.org): This fails on the Intel GL driver, understand why.
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DAWN_SKIP_TEST_IF(IsOpenGL() && IsIntel());
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DoUintTest<uint16_t>({dawn::TextureFormat::R16Uint, 2, dawn::TextureComponentType::Uint, 1});
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}
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// Test the RG16Uint format
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TEST_P(TextureFormatTest, RG16Uint) {
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// TODO(cwallez@chromium.org): This fails on the Intel GL driver, understand why.
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DAWN_SKIP_TEST_IF(IsOpenGL() && IsIntel());
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DoUintTest<uint16_t>({dawn::TextureFormat::RG16Uint, 4, dawn::TextureComponentType::Uint, 2});
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}
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// Test the RGBA16Uint format
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TEST_P(TextureFormatTest, RGBA16Uint) {
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// TODO(cwallez@chromium.org): This fails on the Intel GL driver, understand why.
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DAWN_SKIP_TEST_IF(IsOpenGL() && IsIntel());
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DoUintTest<uint16_t>({dawn::TextureFormat::RGBA16Uint, 8, dawn::TextureComponentType::Uint, 4});
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}
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// Test the R32Uint format
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TEST_P(TextureFormatTest, R32Uint) {
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// TODO(cwallez@chromium.org): This fails on the Intel GL driver, understand why.
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DAWN_SKIP_TEST_IF(IsOpenGL() && IsIntel());
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DoUintTest<uint32_t>({dawn::TextureFormat::R32Uint, 4, dawn::TextureComponentType::Uint, 1});
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}
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// Test the RG32Uint format
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TEST_P(TextureFormatTest, RG32Uint) {
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// TODO(cwallez@chromium.org): This fails on the Intel GL driver, understand why.
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DAWN_SKIP_TEST_IF(IsOpenGL() && IsIntel());
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DoUintTest<uint32_t>({dawn::TextureFormat::RG32Uint, 8, dawn::TextureComponentType::Uint, 2});
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}
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// Test the RGBA32Uint format
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TEST_P(TextureFormatTest, RGBA32Uint) {
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// TODO(cwallez@chromium.org): This fails on the Intel GL driver, understand why.
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DAWN_SKIP_TEST_IF(IsOpenGL() && IsIntel());
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DoUintTest<uint32_t>(
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{dawn::TextureFormat::RGBA32Uint, 16, dawn::TextureComponentType::Uint, 4});
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}
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// Test the R8Sint format
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TEST_P(TextureFormatTest, R8Sint) {
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// TODO(cwallez@chromium.org): This fails on the Intel GL driver, understand why.
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DAWN_SKIP_TEST_IF(IsOpenGL() && IsIntel());
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DoSintTest<int8_t>({dawn::TextureFormat::R8Sint, 1, dawn::TextureComponentType::Sint, 1});
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}
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// Test the RG8Sint format
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TEST_P(TextureFormatTest, RG8Sint) {
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// TODO(cwallez@chromium.org): This fails on the Intel GL driver, understand why.
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DAWN_SKIP_TEST_IF(IsOpenGL() && IsIntel());
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DoSintTest<int8_t>({dawn::TextureFormat::RG8Sint, 2, dawn::TextureComponentType::Sint, 2});
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}
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// Test the RGBA8Sint format
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TEST_P(TextureFormatTest, RGBA8Sint) {
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// TODO(cwallez@chromium.org): This fails on the Intel GL driver, understand why.
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DAWN_SKIP_TEST_IF(IsOpenGL() && IsIntel());
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DoSintTest<int8_t>({dawn::TextureFormat::RGBA8Sint, 4, dawn::TextureComponentType::Sint, 4});
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}
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// Test the R16Sint format
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TEST_P(TextureFormatTest, R16Sint) {
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// TODO(cwallez@chromium.org): This fails on the Intel GL driver, understand why.
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DAWN_SKIP_TEST_IF(IsOpenGL() && IsIntel());
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DoSintTest<int16_t>({dawn::TextureFormat::R16Sint, 2, dawn::TextureComponentType::Sint, 1});
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}
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// Test the RG16Sint format
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TEST_P(TextureFormatTest, RG16Sint) {
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// TODO(cwallez@chromium.org): This fails on the Intel GL driver, understand why.
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DAWN_SKIP_TEST_IF(IsOpenGL() && IsIntel());
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DoSintTest<int16_t>({dawn::TextureFormat::RG16Sint, 4, dawn::TextureComponentType::Sint, 2});
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}
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// Test the RGBA16Sint format
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TEST_P(TextureFormatTest, RGBA16Sint) {
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// TODO(cwallez@chromium.org): This fails on the Intel GL driver, understand why.
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DAWN_SKIP_TEST_IF(IsOpenGL() && IsIntel());
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DoSintTest<int16_t>({dawn::TextureFormat::RGBA16Sint, 8, dawn::TextureComponentType::Sint, 4});
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}
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// Test the R32Sint format
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TEST_P(TextureFormatTest, R32Sint) {
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// TODO(cwallez@chromium.org): This fails on the Intel GL driver, understand why.
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DAWN_SKIP_TEST_IF(IsOpenGL() && IsIntel());
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DoSintTest<int32_t>({dawn::TextureFormat::R32Sint, 4, dawn::TextureComponentType::Sint, 1});
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}
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// Test the RG32Sint format
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TEST_P(TextureFormatTest, RG32Sint) {
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// TODO(cwallez@chromium.org): This fails on the Intel GL driver, understand why.
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DAWN_SKIP_TEST_IF(IsOpenGL() && IsIntel());
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DoSintTest<int32_t>({dawn::TextureFormat::RG32Sint, 8, dawn::TextureComponentType::Sint, 2});
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}
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// Test the RGBA32Sint format
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TEST_P(TextureFormatTest, RGBA32Sint) {
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// TODO(cwallez@chromium.org): This fails on the Intel GL driver, understand why.
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DAWN_SKIP_TEST_IF(IsOpenGL() && IsIntel());
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DoSintTest<int32_t>({dawn::TextureFormat::RGBA32Sint, 16, dawn::TextureComponentType::Sint, 4});
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}
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