Corentin Wallez 8a5325ca9a Texture: Change to mArrayLayerCount to mSize.depth
This makes the tracking in TextureBase match the shape of
wgpu::TextureDescriptor.

GetSize() becomes a bit more surprising because the depth can sometimes
be the array size, so new getters GetWidth(), GetHeight() and GetDepth()
are added.

Some simplifications to the backend texture creation code are included
that will make it less error prone to add support for 1D / 3D textures.

Bug: dawn:22

Change-Id: I33b6ca99af9d58fc88f5f626cfd5e2e62a8b45cb
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/23103
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2020-06-15 09:57:51 +00:00

426 lines
18 KiB
C++

// Copyright 2017 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "dawn_native/opengl/TextureGL.h"
#include "common/Assert.h"
#include "common/Constants.h"
#include "common/Math.h"
#include "dawn_native/opengl/BufferGL.h"
#include "dawn_native/opengl/DeviceGL.h"
#include "dawn_native/opengl/UtilsGL.h"
namespace dawn_native { namespace opengl {
namespace {
GLenum TargetForTexture(const TextureDescriptor* descriptor) {
switch (descriptor->dimension) {
case wgpu::TextureDimension::e2D:
if (descriptor->size.depth > 1) {
ASSERT(descriptor->sampleCount == 1);
return GL_TEXTURE_2D_ARRAY;
} else {
if (descriptor->sampleCount > 1) {
return GL_TEXTURE_2D_MULTISAMPLE;
} else {
return GL_TEXTURE_2D;
}
}
default:
UNREACHABLE();
return GL_TEXTURE_2D;
}
}
GLenum TargetForTextureViewDimension(wgpu::TextureViewDimension dimension,
uint32_t sampleCount) {
switch (dimension) {
case wgpu::TextureViewDimension::e2D:
return (sampleCount > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
case wgpu::TextureViewDimension::e2DArray:
ASSERT(sampleCount == 1);
return GL_TEXTURE_2D_ARRAY;
case wgpu::TextureViewDimension::Cube:
return GL_TEXTURE_CUBE_MAP;
case wgpu::TextureViewDimension::CubeArray:
return GL_TEXTURE_CUBE_MAP_ARRAY;
default:
UNREACHABLE();
return GL_TEXTURE_2D;
}
}
GLuint GenTexture(const OpenGLFunctions& gl) {
GLuint handle = 0;
gl.GenTextures(1, &handle);
return handle;
}
bool UsageNeedsTextureView(wgpu::TextureUsage usage) {
constexpr wgpu::TextureUsage kUsageNeedingTextureView =
wgpu::TextureUsage::Storage | wgpu::TextureUsage::Sampled;
return usage & kUsageNeedingTextureView;
}
bool RequiresCreatingNewTextureView(const TextureBase* texture,
const TextureViewDescriptor* textureViewDescriptor) {
if (texture->GetFormat().format != textureViewDescriptor->format) {
return true;
}
if (texture->GetArrayLayers() != textureViewDescriptor->arrayLayerCount) {
return true;
}
if (texture->GetNumMipLevels() != textureViewDescriptor->mipLevelCount) {
return true;
}
switch (textureViewDescriptor->dimension) {
case wgpu::TextureViewDimension::Cube:
case wgpu::TextureViewDimension::CubeArray:
return true;
default:
break;
}
return false;
}
} // namespace
// Texture
Texture::Texture(Device* device, const TextureDescriptor* descriptor)
: Texture(device, descriptor, GenTexture(device->gl), TextureState::OwnedInternal) {
const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
uint32_t width = GetWidth();
uint32_t height = GetHeight();
uint32_t levels = GetNumMipLevels();
uint32_t arrayLayers = GetArrayLayers();
uint32_t sampleCount = GetSampleCount();
const GLFormat& glFormat = GetGLFormat();
gl.BindTexture(mTarget, mHandle);
// glTextureView() requires the value of GL_TEXTURE_IMMUTABLE_FORMAT for origtexture to be
// GL_TRUE, so the storage of the texture must be allocated with glTexStorage*D.
// https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTextureView.xhtml
switch (GetDimension()) {
case wgpu::TextureDimension::e2D:
if (arrayLayers > 1) {
ASSERT(!IsMultisampledTexture());
gl.TexStorage3D(mTarget, levels, glFormat.internalFormat, width, height,
arrayLayers);
} else {
if (IsMultisampledTexture()) {
gl.TexStorage2DMultisample(mTarget, sampleCount, glFormat.internalFormat,
width, height, true);
} else {
gl.TexStorage2D(mTarget, levels, glFormat.internalFormat, width, height);
}
}
break;
default:
UNREACHABLE();
}
// The texture is not complete if it uses mipmapping and not all levels up to
// MAX_LEVEL have been defined.
gl.TexParameteri(mTarget, GL_TEXTURE_MAX_LEVEL, levels - 1);
if (GetDevice()->IsToggleEnabled(Toggle::NonzeroClearResourcesOnCreationForTesting)) {
GetDevice()->ConsumedError(
ClearTexture(GetAllSubresources(), TextureBase::ClearValue::NonZero));
}
}
Texture::Texture(Device* device,
const TextureDescriptor* descriptor,
GLuint handle,
TextureState state)
: TextureBase(device, descriptor, state), mHandle(handle) {
mTarget = TargetForTexture(descriptor);
}
Texture::~Texture() {
DestroyInternal();
}
void Texture::DestroyImpl() {
if (GetTextureState() == TextureState::OwnedInternal) {
ToBackend(GetDevice())->gl.DeleteTextures(1, &mHandle);
mHandle = 0;
}
}
GLuint Texture::GetHandle() const {
return mHandle;
}
GLenum Texture::GetGLTarget() const {
return mTarget;
}
const GLFormat& Texture::GetGLFormat() const {
return ToBackend(GetDevice())->GetGLFormat(GetFormat());
}
MaybeError Texture::ClearTexture(const SubresourceRange& range,
TextureBase::ClearValue clearValue) {
// TODO(jiawei.shao@intel.com): initialize the textures with compressed formats.
if (GetFormat().isCompressed) {
return {};
}
Device* device = ToBackend(GetDevice());
const OpenGLFunctions& gl = device->gl;
uint8_t clearColor = (clearValue == TextureBase::ClearValue::Zero) ? 0 : 1;
float fClearColor = (clearValue == TextureBase::ClearValue::Zero) ? 0.f : 1.f;
if (GetFormat().isRenderable) {
if (GetFormat().HasDepthOrStencil()) {
bool doDepthClear = GetFormat().HasDepth();
bool doStencilClear = GetFormat().HasStencil();
GLfloat depth = fClearColor;
GLint stencil = clearColor;
if (doDepthClear) {
gl.DepthMask(GL_TRUE);
}
if (doStencilClear) {
gl.StencilMask(GetStencilMaskFromStencilFormat(GetFormat().format));
}
auto DoClear = [&]() {
if (doDepthClear && doStencilClear) {
gl.ClearBufferfi(GL_DEPTH_STENCIL, 0, depth, stencil);
} else if (doDepthClear) {
gl.ClearBufferfv(GL_DEPTH, 0, &depth);
} else if (doStencilClear) {
gl.ClearBufferiv(GL_STENCIL, 0, &stencil);
}
};
GLuint framebuffer = 0;
gl.GenFramebuffers(1, &framebuffer);
gl.BindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
for (uint32_t level = range.baseMipLevel;
level < range.baseMipLevel + range.levelCount; ++level) {
switch (GetDimension()) {
case wgpu::TextureDimension::e2D:
if (GetArrayLayers() == 1) {
if (clearValue == TextureBase::ClearValue::Zero &&
IsSubresourceContentInitialized(
SubresourceRange::SingleSubresource(level, 0))) {
// Skip lazy clears if already initialized.
continue;
}
gl.FramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
GL_DEPTH_STENCIL_ATTACHMENT, GetGLTarget(),
GetHandle(), static_cast<GLint>(level));
DoClear();
} else {
for (uint32_t layer = range.baseArrayLayer;
layer < range.baseArrayLayer + range.layerCount; ++layer) {
if (clearValue == TextureBase::ClearValue::Zero &&
IsSubresourceContentInitialized(
SubresourceRange::SingleSubresource(level, layer))) {
// Skip lazy clears if already initialized.
continue;
}
gl.FramebufferTextureLayer(
GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GetHandle(), static_cast<GLint>(level),
static_cast<GLint>(layer));
DoClear();
}
}
break;
default:
UNREACHABLE();
}
}
gl.DeleteFramebuffers(1, &framebuffer);
} else {
static constexpr uint32_t MAX_TEXEL_SIZE = 16;
ASSERT(GetFormat().blockByteSize <= MAX_TEXEL_SIZE);
std::array<GLbyte, MAX_TEXEL_SIZE> clearColorData;
clearColor = (clearValue == TextureBase::ClearValue::Zero) ? 0 : 255;
clearColorData.fill(clearColor);
const GLFormat& glFormat = GetGLFormat();
for (uint32_t level = range.baseMipLevel;
level < range.baseMipLevel + range.levelCount; ++level) {
Extent3D mipSize = GetMipLevelPhysicalSize(level);
for (uint32_t layer = range.baseArrayLayer;
layer < range.baseArrayLayer + range.layerCount; ++layer) {
if (clearValue == TextureBase::ClearValue::Zero &&
IsSubresourceContentInitialized(
SubresourceRange::SingleSubresource(level, layer))) {
// Skip lazy clears if already initialized.
continue;
}
gl.ClearTexSubImage(mHandle, static_cast<GLint>(level), 0, 0,
static_cast<GLint>(layer), mipSize.width,
mipSize.height, 1, glFormat.format, glFormat.type,
clearColorData.data());
}
}
}
} else {
// TODO(natlee@microsoft.com): test compressed textures are cleared
// create temp buffer with clear color to copy to the texture image
ASSERT(kTextureBytesPerRowAlignment % GetFormat().blockByteSize == 0);
uint32_t bytesPerRow =
Align((GetWidth() / GetFormat().blockWidth) * GetFormat().blockByteSize,
kTextureBytesPerRowAlignment);
// Make sure that we are not rounding
ASSERT(bytesPerRow % GetFormat().blockByteSize == 0);
ASSERT(GetHeight() % GetFormat().blockHeight == 0);
dawn_native::BufferDescriptor descriptor;
descriptor.size = bytesPerRow * (GetHeight() / GetFormat().blockHeight);
if (descriptor.size > std::numeric_limits<uint32_t>::max()) {
return DAWN_OUT_OF_MEMORY_ERROR("Unable to allocate buffer.");
}
descriptor.nextInChain = nullptr;
descriptor.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::MapWrite;
// TODO(natlee@microsoft.com): use Dynamic Uplaoder here for temp buffer
Ref<Buffer> srcBuffer = ToBackend(device->CreateBuffer(&descriptor));
// Call release here to prevent memory leak since CreateBuffer will up the ref count to
// 1, then assigning to Ref<Buffer> ups the ref count to 2. Release will reduce the ref
// count and ensure it to reach 0 when out of use.
srcBuffer->Release();
// Fill the buffer with clear color
uint8_t* clearBuffer = nullptr;
DAWN_TRY(srcBuffer->MapAtCreation(&clearBuffer));
memset(clearBuffer, clearColor, descriptor.size);
srcBuffer->Unmap();
// Bind buffer and texture, and make the buffer to texture copy
gl.PixelStorei(GL_UNPACK_ROW_LENGTH,
(bytesPerRow / GetFormat().blockByteSize) * GetFormat().blockWidth);
gl.PixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
for (uint32_t level = range.baseMipLevel; level < range.baseMipLevel + range.levelCount;
++level) {
gl.BindBuffer(GL_PIXEL_UNPACK_BUFFER, srcBuffer->GetHandle());
gl.ActiveTexture(GL_TEXTURE0);
gl.BindTexture(GetGLTarget(), GetHandle());
Extent3D size = GetMipLevelPhysicalSize(level);
switch (GetDimension()) {
case wgpu::TextureDimension::e2D:
if (GetArrayLayers() == 1) {
if (clearValue == TextureBase::ClearValue::Zero &&
IsSubresourceContentInitialized(
SubresourceRange::SingleSubresource(level, 0))) {
// Skip lazy clears if already initialized.
continue;
}
gl.TexSubImage2D(GetGLTarget(), static_cast<GLint>(level), 0, 0,
size.width, size.height, GetGLFormat().format,
GetGLFormat().type, 0);
} else {
for (uint32_t layer = range.baseArrayLayer;
layer < range.baseArrayLayer + range.layerCount; ++layer) {
if (clearValue == TextureBase::ClearValue::Zero &&
IsSubresourceContentInitialized(
SubresourceRange::SingleSubresource(level, layer))) {
// Skip lazy clears if already initialized.
continue;
}
gl.TexSubImage3D(GetGLTarget(), static_cast<GLint>(level), 0, 0,
static_cast<GLint>(layer), size.width, size.height,
1, GetGLFormat().format, GetGLFormat().type, 0);
}
}
break;
default:
UNREACHABLE();
}
}
gl.PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
gl.PixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
gl.BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
if (clearValue == TextureBase::ClearValue::Zero) {
SetIsSubresourceContentInitialized(true, range);
device->IncrementLazyClearCountForTesting();
}
return {};
}
void Texture::EnsureSubresourceContentInitialized(const SubresourceRange& range) {
if (!GetDevice()->IsToggleEnabled(Toggle::LazyClearResourceOnFirstUse)) {
return;
}
if (!IsSubresourceContentInitialized(range)) {
GetDevice()->ConsumedError(ClearTexture(range, TextureBase::ClearValue::Zero));
}
}
// TextureView
TextureView::TextureView(TextureBase* texture, const TextureViewDescriptor* descriptor)
: TextureViewBase(texture, descriptor), mOwnsHandle(false) {
mTarget = TargetForTextureViewDimension(descriptor->dimension, texture->GetSampleCount());
if (!UsageNeedsTextureView(texture->GetUsage())) {
mHandle = 0;
} else if (!RequiresCreatingNewTextureView(texture, descriptor)) {
mHandle = ToBackend(texture)->GetHandle();
} else {
// glTextureView() is supported on OpenGL version >= 4.3
// TODO(jiawei.shao@intel.com): support texture view on OpenGL version <= 4.2
const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
mHandle = GenTexture(gl);
const Texture* textureGL = ToBackend(texture);
const GLFormat& glFormat = ToBackend(GetDevice())->GetGLFormat(GetFormat());
gl.TextureView(mHandle, mTarget, textureGL->GetHandle(), glFormat.internalFormat,
descriptor->baseMipLevel, descriptor->mipLevelCount,
descriptor->baseArrayLayer, descriptor->arrayLayerCount);
mOwnsHandle = true;
}
}
TextureView::~TextureView() {
if (mOwnsHandle) {
ToBackend(GetDevice())->gl.DeleteTextures(1, &mHandle);
}
}
GLuint TextureView::GetHandle() const {
ASSERT(mHandle != 0);
return mHandle;
}
GLenum TextureView::GetGLTarget() const {
return mTarget;
}
}} // namespace dawn_native::opengl