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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGLTexture.h"
#include <algorithm>
#include "GLContext.h"
#include "mozilla/Casting.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "mozilla/gfx/Logging.h"
#include "mozilla/IntegerRange.h"
#include "mozilla/MathAlgorithms.h"
#include "mozilla/ScopeExit.h"
#include "mozilla/Unused.h"
#include "ScopedGLHelpers.h"
#include "WebGLContext.h"
#include "WebGLContextUtils.h"
#include "WebGLFormats.h"
#include "WebGLFramebuffer.h"
#include "WebGLSampler.h"
#include "WebGLTexelConversions.h"
namespace mozilla {
namespace webgl {
MOZ_RUNINIT /*static*/ const ImageInfo ImageInfo::kUndefined;
size_t ImageInfo::MemoryUsage() const {
if (!IsDefined()) return 0;
size_t samples = mSamples;
if (!samples) {
samples = 1;
}
const size_t bytesPerTexel = mFormat->format->estimatedBytesPerPixel;
return size_t(mWidth) * size_t(mHeight) * size_t(mDepth) * samples *
bytesPerTexel;
}
Maybe<ImageInfo> ImageInfo::NextMip(const GLenum target) const {
MOZ_ASSERT(IsDefined());
auto next = *this;
if (target == LOCAL_GL_TEXTURE_3D) {
if (mWidth <= 1 && mHeight <= 1 && mDepth <= 1) {
return {};
}
next.mDepth = std::max(uint32_t(1), next.mDepth / 2);
} else {
// TEXTURE_2D_ARRAY may have depth != 1, but that's normal.
if (mWidth <= 1 && mHeight <= 1) {
return {};
}
}
if (next.mUninitializedSlices) {
next.mUninitializedSlices = Some(std::vector<bool>(next.mDepth, true));
}
next.mWidth = std::max(uint32_t(1), next.mWidth / 2);
next.mHeight = std::max(uint32_t(1), next.mHeight / 2);
return Some(next);
}
} // namespace webgl
////////////////////////////////////////
WebGLTexture::WebGLTexture(WebGLContext* webgl, GLuint tex)
: WebGLContextBoundObject(webgl),
mGLName(tex),
mTarget(LOCAL_GL_NONE),
mFaceCount(0),
mImmutable(false),
mImmutableLevelCount(0),
mBaseMipmapLevel(0),
mMaxMipmapLevel(1000) {}
WebGLTexture::~WebGLTexture() {
for (auto& cur : mImageInfoArr) {
cur = webgl::ImageInfo();
}
InvalidateCaches();
if (!mContext) return;
mContext->gl->fDeleteTextures(1, &mGLName);
}
size_t WebGLTexture::MemoryUsage() const {
size_t accum = 0;
for (const auto& cur : mImageInfoArr) {
accum += cur.MemoryUsage();
}
return accum;
}
// ---------------------------
void WebGLTexture::PopulateMipChain(const uint32_t maxLevel) {
// Used by GenerateMipmap and TexStorage.
// Populates based on mBaseMipmapLevel.
auto ref = BaseImageInfo();
MOZ_ASSERT(ref.mWidth && ref.mHeight && ref.mDepth);
for (auto level = mBaseMipmapLevel; level <= maxLevel; ++level) {
// GLES 3.0.4, p161
// "A cube map texture is mipmap complete if each of the six texture images,
// considered individually, is mipmap complete."
for (uint8_t face = 0; face < mFaceCount; face++) {
auto& cur = ImageInfoAtFace(face, level);
cur = ref;
}
const auto next = ref.NextMip(mTarget.get());
if (!next) break;
ref = next.ref();
}
InvalidateCaches();
}
static bool ZeroTextureData(const WebGLContext* webgl, GLuint tex,
TexImageTarget target, uint32_t level,
const webgl::ImageInfo& info);
bool WebGLTexture::IsMipAndCubeComplete(const uint32_t maxLevel,
const bool ensureInit,
bool* const out_initFailed) const {
*out_initFailed = false;
// Reference dimensions based on baseLevel.
auto ref = BaseImageInfo();
MOZ_ASSERT(ref.mWidth && ref.mHeight && ref.mDepth);
for (auto level = mBaseMipmapLevel; level <= maxLevel; ++level) {
// GLES 3.0.4, p161
// "A cube map texture is mipmap complete if each of the six texture images,
// considered individually, is mipmap complete."
for (uint8_t face = 0; face < mFaceCount; face++) {
auto& cur = ImageInfoAtFace(face, level);
// "* The set of mipmap arrays `level_base` through `q` (where `q`
// is defined the "Mipmapping" discussion of section 3.8.10) were
// each specified with the same effective internal format."
// "* The dimensions of the arrays follow the sequence described in
// the "Mipmapping" discussion of section 3.8.10."
if (cur.mWidth != ref.mWidth || cur.mHeight != ref.mHeight ||
cur.mDepth != ref.mDepth || cur.mFormat != ref.mFormat) {
return false;
}
if (MOZ_UNLIKELY(ensureInit && cur.mUninitializedSlices)) {
auto imageTarget = mTarget.get();
if (imageTarget == LOCAL_GL_TEXTURE_CUBE_MAP) {
imageTarget = LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
}
if (!ZeroTextureData(mContext, mGLName, imageTarget, level, cur)) {
mContext->ErrorOutOfMemory("Failed to zero tex image data.");
*out_initFailed = true;
return false;
}
cur.mUninitializedSlices = Nothing();
}
}
const auto next = ref.NextMip(mTarget.get());
if (!next) break;
ref = next.ref();
}
return true;
}
Maybe<const WebGLTexture::CompletenessInfo> WebGLTexture::CalcCompletenessInfo(
const bool ensureInit, const bool skipMips) const {
Maybe<CompletenessInfo> ret = Some(CompletenessInfo());
// -
const auto level_base = Es3_level_base();
if (level_base > kMaxLevelCount - 1) {
ret->incompleteReason = "`level_base` too high.";
return ret;
}
// Texture completeness is established at GLES 3.0.4, p160-161.
// "[A] texture is complete unless any of the following conditions hold true:"
// "* Any dimension of the `level_base` array is not positive."
const auto& baseImageInfo = ImageInfoAtFace(0, level_base);
if (!baseImageInfo.IsDefined()) {
// In case of undefined texture image, we don't print any message because
// this is a very common and often legitimate case (asynchronous texture
// loading).
ret->incompleteReason = nullptr;
return ret;
}
if (!baseImageInfo.mWidth || !baseImageInfo.mHeight ||
!baseImageInfo.mDepth) {
ret->incompleteReason =
"The dimensions of `level_base` are not all positive.";
return ret;
}
// "* The texture is a cube map texture, and is not cube complete."
bool initFailed = false;
if (!IsMipAndCubeComplete(level_base, ensureInit, &initFailed)) {
if (initFailed) return {};
// Can only fail if not cube-complete.
ret->incompleteReason = "Cubemaps must be \"cube complete\".";
return ret;
}
ret->levels = 1;
ret->usage = baseImageInfo.mFormat;
RefreshSwizzle();
ret->powerOfTwo = mozilla::IsPowerOfTwo(baseImageInfo.mWidth) &&
mozilla::IsPowerOfTwo(baseImageInfo.mHeight);
if (mTarget == LOCAL_GL_TEXTURE_3D) {
ret->powerOfTwo &= mozilla::IsPowerOfTwo(baseImageInfo.mDepth);
}
// -
if (!mContext->IsWebGL2() && !ret->powerOfTwo) {
// WebGL 1 mipmaps require POT.
ret->incompleteReason = "Mipmapping requires power-of-two sizes.";
return ret;
}
// "* `level_base <= level_max`"
const auto level_max = Es3_level_max();
const auto maxLevel_aka_q = Es3_q();
if (level_base > level_max) { // `level_max` not `q`!
ret->incompleteReason = "`level_base > level_max`.";
return ret;
}
if (skipMips) return ret;
if (!IsMipAndCubeComplete(maxLevel_aka_q, ensureInit, &initFailed)) {
if (initFailed) return {};
ret->incompleteReason = "Bad mipmap dimension or format.";
return ret;
}
ret->levels = AutoAssertCast(maxLevel_aka_q - level_base + 1);
ret->mipmapComplete = true;
// -
return ret;
}
Maybe<const webgl::SampleableInfo> WebGLTexture::CalcSampleableInfo(
const WebGLSampler* const sampler) const {
Maybe<webgl::SampleableInfo> ret = Some(webgl::SampleableInfo());
const bool ensureInit = true;
const auto completeness = CalcCompletenessInfo(ensureInit);
if (!completeness) return {};
ret->incompleteReason = completeness->incompleteReason;
if (!completeness->levels) return ret;
const auto* sampling = &mSamplingState;
if (sampler) {
sampling = &sampler->State();
}
const auto isDepthTex = bool(completeness->usage->format->d);
ret->isDepthTexCompare = isDepthTex & bool(sampling->compareMode.get());
// Because if it's not a depth texture, we always ignore compareMode.
const auto& minFilter = sampling->minFilter;
const auto& magFilter = sampling->magFilter;
// -
const bool needsMips = (minFilter == LOCAL_GL_NEAREST_MIPMAP_NEAREST ||
minFilter == LOCAL_GL_NEAREST_MIPMAP_LINEAR ||
minFilter == LOCAL_GL_LINEAR_MIPMAP_NEAREST ||
minFilter == LOCAL_GL_LINEAR_MIPMAP_LINEAR);
if (needsMips & !completeness->mipmapComplete) return ret;
const bool isMinFilteringNearest =
(minFilter == LOCAL_GL_NEAREST ||
minFilter == LOCAL_GL_NEAREST_MIPMAP_NEAREST);
const bool isMagFilteringNearest = (magFilter == LOCAL_GL_NEAREST);
const bool isFilteringNearestOnly =
(isMinFilteringNearest && isMagFilteringNearest);
if (!isFilteringNearestOnly) {
bool isFilterable = completeness->usage->isFilterable;
// "* The effective internal format specified for the texture arrays is a
// sized internal depth or depth and stencil format, the value of
// TEXTURE_COMPARE_MODE is NONE[1], and either the magnification filter
// is not NEAREST, or the minification filter is neither NEAREST nor
// NEAREST_MIPMAP_NEAREST."
// [1]: This sounds suspect, but is explicitly noted in the change log for
// GLES 3.0.1:
// "* Clarify that a texture is incomplete if it has a depth component,
// no shadow comparison, and linear filtering (also Bug 9481)."
// In short, depth formats are not filterable, but shadow-samplers are.
if (ret->isDepthTexCompare) {
isFilterable = true;
if (mContext->mWarnOnce_DepthTexCompareFilterable) {
mContext->mWarnOnce_DepthTexCompareFilterable = false;
mContext->GenerateWarning(
"Depth texture comparison requests (e.g. `LINEAR`) Filtering, but"
" behavior is implementation-defined, and so on some systems will"
" sometimes behave as `NEAREST`. (warns once)");
}
}
// "* The effective internal format specified for the texture arrays is a
// sized internal color format that is not texture-filterable, and either
// the magnification filter is not NEAREST or the minification filter is
// neither NEAREST nor NEAREST_MIPMAP_NEAREST."
// Since all (GLES3) unsized color formats are filterable just like their
// sized equivalents, we don't have to care whether its sized or not.
if (!isFilterable) {
ret->incompleteReason =
"Minification or magnification filtering is not"
" NEAREST or NEAREST_MIPMAP_NEAREST, and the"
" texture's format is not \"texture-filterable\".";
return ret;
}
}
// Texture completeness is effectively (though not explicitly) amended for
// GLES2 by the "Texture Access" section under $3.8 "Fragment Shaders". This
// also applies to vertex shaders, as noted on GLES 2.0.25, p41.
if (!mContext->IsWebGL2() && !completeness->powerOfTwo) {
// GLES 2.0.25, p87-88:
// "Calling a sampler from a fragment shader will return (R,G,B,A)=(0,0,0,1)
// if
// any of the following conditions are true:"
// "* A two-dimensional sampler is called, the minification filter is one
// that requires a mipmap[...], and the sampler's associated texture
// object is not complete[.]"
// (already covered)
// "* A two-dimensional sampler is called, the minification filter is
// not one that requires a mipmap (either NEAREST nor[sic] LINEAR), and
// either dimension of the level zero array of the associated texture
// object is not positive."
// (already covered)
// "* A two-dimensional sampler is called, the corresponding texture
// image is a non-power-of-two image[...], and either the texture wrap
// mode is not CLAMP_TO_EDGE, or the minification filter is neither
// NEAREST nor LINEAR."
// "* A cube map sampler is called, any of the corresponding texture
// images are non-power-of-two images, and either the texture wrap mode
// is not CLAMP_TO_EDGE, or the minification filter is neither NEAREST
// nor LINEAR."
// "either the texture wrap mode is not CLAMP_TO_EDGE"
if (sampling->wrapS != LOCAL_GL_CLAMP_TO_EDGE ||
sampling->wrapT != LOCAL_GL_CLAMP_TO_EDGE) {
ret->incompleteReason =
"Non-power-of-two textures must have a wrap mode of"
" CLAMP_TO_EDGE.";
return ret;
}
// "* A cube map sampler is called, and either the corresponding cube
// map texture image is not cube complete, or TEXTURE_MIN_FILTER is one
// that requires a mipmap and the texture is not mipmap cube complete."
// (already covered)
}
// Mark complete.
ret->incompleteReason =
nullptr; // NB: incompleteReason is also null for undefined
ret->levels = completeness->levels; // textures.
if (!needsMips && ret->levels) {
ret->levels = 1;
}
ret->usage = completeness->usage;
return ret;
}
const webgl::SampleableInfo* WebGLTexture::GetSampleableInfo(
const WebGLSampler* const sampler) const {
auto itr = mSamplingCache.Find(sampler);
if (!itr) {
const auto info = CalcSampleableInfo(sampler);
if (!info) return nullptr;
auto entry = mSamplingCache.MakeEntry(sampler, info.value());
entry->AddInvalidator(*this);
if (sampler) {
entry->AddInvalidator(*sampler);
}
itr = mSamplingCache.Insert(std::move(entry));
}
return itr;
}
// ---------------------------
uint32_t WebGLTexture::Es3_q() const {
const auto& imageInfo = BaseImageInfo();
if (!imageInfo.IsDefined()) return mBaseMipmapLevel;
uint32_t largestDim = std::max(imageInfo.mWidth, imageInfo.mHeight);
if (mTarget == LOCAL_GL_TEXTURE_3D) {
largestDim = std::max(largestDim, imageInfo.mDepth);
}
if (!largestDim) return mBaseMipmapLevel;
// GLES 3.0.4, 3.8 - Mipmapping: `floor(log2(largest_of_dims)) + 1`
const auto numLevels = FloorLog2Size(largestDim) + 1;
const auto maxLevelBySize = mBaseMipmapLevel + numLevels - 1;
return std::min<uint32_t>(maxLevelBySize, mMaxMipmapLevel);
}
// -
static void SetSwizzle(gl::GLContext* gl, TexTarget target,
const GLint* swizzle) {
static const GLint kNoSwizzle[4] = {LOCAL_GL_RED, LOCAL_GL_GREEN,
LOCAL_GL_BLUE, LOCAL_GL_ALPHA};
if (!swizzle) {
swizzle = kNoSwizzle;
} else if (!gl->IsSupported(gl::GLFeature::texture_swizzle)) {
MOZ_CRASH("GFX: Needs swizzle feature to swizzle!");
}
gl->fTexParameteri(target.get(), LOCAL_GL_TEXTURE_SWIZZLE_R, swizzle[0]);
gl->fTexParameteri(target.get(), LOCAL_GL_TEXTURE_SWIZZLE_G, swizzle[1]);
gl->fTexParameteri(target.get(), LOCAL_GL_TEXTURE_SWIZZLE_B, swizzle[2]);
gl->fTexParameteri(target.get(), LOCAL_GL_TEXTURE_SWIZZLE_A, swizzle[3]);
}
void WebGLTexture::RefreshSwizzle() const {
const auto& imageInfo = BaseImageInfo();
const auto& swizzle = imageInfo.mFormat->textureSwizzleRGBA;
if (swizzle != mCurSwizzle) {
const gl::ScopedBindTexture scopeBindTexture(mContext->gl, mGLName,
mTarget.get());
SetSwizzle(mContext->gl, mTarget, swizzle);
mCurSwizzle = swizzle;
}
}
bool WebGLTexture::EnsureImageDataInitialized(const TexImageTarget target,
const uint32_t level) {
auto& imageInfo = ImageInfoAt(target, level);
if (!imageInfo.IsDefined()) return true;
if (!imageInfo.mUninitializedSlices) return true;
if (!ZeroTextureData(mContext, mGLName, target, level, imageInfo)) {
return false;
}
imageInfo.mUninitializedSlices = Nothing();
return true;
}
static bool ClearDepthTexture(const WebGLContext& webgl, const GLuint tex,
const TexImageTarget imageTarget,
const uint32_t level,
const webgl::ImageInfo& info) {
const auto& gl = webgl.gl;
const auto& usage = info.mFormat;
const auto& format = usage->format;
// Depth resources actually clear to 1.0f, not 0.0f!
// They are also always renderable.
MOZ_ASSERT(usage->IsRenderable());
MOZ_ASSERT(info.mUninitializedSlices);
GLenum attachPoint = LOCAL_GL_DEPTH_ATTACHMENT;
GLbitfield clearBits = LOCAL_GL_DEPTH_BUFFER_BIT;
if (format->s) {
attachPoint = LOCAL_GL_DEPTH_STENCIL_ATTACHMENT;
clearBits |= LOCAL_GL_STENCIL_BUFFER_BIT;
}
// -
gl::ScopedFramebuffer scopedFB(gl);
const gl::ScopedBindFramebuffer scopedBindFB(gl, scopedFB.FB());
const webgl::ScopedPrepForResourceClear scopedPrep(webgl);
const auto fnAttach = [&](const uint32_t z) {
switch (imageTarget.get()) {
case LOCAL_GL_TEXTURE_3D:
case LOCAL_GL_TEXTURE_2D_ARRAY:
gl->fFramebufferTextureLayer(LOCAL_GL_FRAMEBUFFER, attachPoint, tex,
level, z);
break;
default:
if (attachPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_DEPTH_ATTACHMENT,
imageTarget.get(), tex, level);
gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_STENCIL_ATTACHMENT,
imageTarget.get(), tex, level);
} else {
gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, attachPoint,
imageTarget.get(), tex, level);
}
break;
}
};
for (const auto z : IntegerRange(info.mDepth)) {
if ((*info.mUninitializedSlices)[z]) {
fnAttach(z);
gl->fClear(clearBits);
}
}
const auto& status = gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
const bool isComplete = (status == LOCAL_GL_FRAMEBUFFER_COMPLETE);
MOZ_ASSERT(isComplete);
return isComplete;
}
static bool ZeroTextureData(const WebGLContext* webgl, GLuint tex,
TexImageTarget target, uint32_t level,
const webgl::ImageInfo& info) {
// This has one usecase:
// Lazy zeroing of uninitialized textures:
// a. Before draw.
// b. Before partial upload. (TexStorage + TexSubImage)
// We have no sympathy for this case.
// "Doctor, it hurts when I do this!" "Well don't do that!"
MOZ_ASSERT(info.mUninitializedSlices);
const auto targetStr = EnumString(target.get());
webgl->GenerateWarning(
"Tex image %s level %u is incurring lazy initialization.",
targetStr.c_str(), level);
gl::GLContext* gl = webgl->GL();
const auto& width = info.mWidth;
const auto& height = info.mHeight;
const auto& depth = info.mDepth;
const auto& usage = info.mFormat;
GLenum scopeBindTarget;
switch (target.get()) {
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
scopeBindTarget = LOCAL_GL_TEXTURE_CUBE_MAP;
break;
default:
scopeBindTarget = target.get();
break;
}
const gl::ScopedBindTexture scopeBindTexture(gl, tex, scopeBindTarget);
const auto& compression = usage->format->compression;
if (compression) {
auto sizedFormat = usage->format->sizedFormat;
MOZ_RELEASE_ASSERT(sizedFormat, "GFX: texture sized format not set");
const auto fnSizeInBlocks = [](CheckedUint32 pixels,
uint8_t pixelsPerBlock) {
return RoundUpToMultipleOf(pixels, pixelsPerBlock) / pixelsPerBlock;
};
const auto widthBlocks = fnSizeInBlocks(width, compression->blockWidth);
const auto heightBlocks = fnSizeInBlocks(height, compression->blockHeight);
CheckedUint32 checkedByteCount = compression->bytesPerBlock;
checkedByteCount *= widthBlocks;
checkedByteCount *= heightBlocks;
if (!checkedByteCount.isValid()) return false;
const size_t sliceByteCount = checkedByteCount.value();
const auto zeros = UniqueBuffer::Take(calloc(1u, sliceByteCount));
if (!zeros) return false;
// Don't bother with striding it well.
// TODO: We shouldn't need to do this for CompressedTexSubImage.
webgl::PixelPackingState{}.AssertCurrentUnpack(*gl, webgl->IsWebGL2());
gl->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 1);
const auto revert = MakeScopeExit(
[&]() { gl->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 4); });
GLenum error = 0;
for (const auto z : IntegerRange(depth)) {
if ((*info.mUninitializedSlices)[z]) {
error = DoCompressedTexSubImage(gl, target.get(), level, 0, 0, z, width,
height, 1, sizedFormat, sliceByteCount,
zeros.get());
if (error) break;
}
}
return !error;
}
const auto driverUnpackInfo = usage->idealUnpack;
MOZ_RELEASE_ASSERT(driverUnpackInfo, "GFX: ideal unpack info not set.");
if (usage->format->d) {
// ANGLE_depth_texture does not allow uploads, so we have to clear.
// (Restriction because of D3D9)
// Also, depth resources are cleared to 1.0f and are always renderable, so
// just use FB clears.
return ClearDepthTexture(*webgl, tex, target, level, info);
}
const webgl::PackingInfo packing = driverUnpackInfo->ToPacking();
const auto bytesPerPixel = webgl::BytesPerPixel(packing);
CheckedUint32 checkedByteCount = bytesPerPixel;
checkedByteCount *= width;
checkedByteCount *= height;
if (!checkedByteCount.isValid()) return false;
const size_t sliceByteCount = checkedByteCount.value();
const auto zeros = UniqueBuffer::Take(calloc(1u, sliceByteCount));
if (!zeros) return false;
// Don't bother with striding it well.
webgl::PixelPackingState{}.AssertCurrentUnpack(*gl, webgl->IsWebGL2());
gl->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 1);
const auto revert =
MakeScopeExit([&]() { gl->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 4); });
GLenum error = 0;
for (const auto z : IntegerRange(depth)) {
if ((*info.mUninitializedSlices)[z]) {
error = DoTexSubImage(gl, target, level, 0, 0, z, width, height, 1,
packing, zeros.get());
if (error) break;
}
}
return !error;
}
template <typename T, typename R>
static constexpr R Clamp(const T val, const R min, const R max) {
if (val < min) return min;
if (val > max) return max;
return static_cast<R>(val);
}
void WebGLTexture::ClampLevelBaseAndMax() {
if (!mImmutable) return;
// GLES 3.0.4, p158:
// "For immutable-format textures, `level_base` is clamped to the range
// `[0, levels-1]`, `level_max` is then clamped to the range `
// `[level_base, levels-1]`, where `levels` is the parameter passed to
// TexStorage* for the texture object."
MOZ_ASSERT(mImmutableLevelCount > 0);
const auto oldBase = mBaseMipmapLevel;
const auto oldMax = mMaxMipmapLevel;
mBaseMipmapLevel = Clamp(mBaseMipmapLevel, 0u, mImmutableLevelCount - 1u);
mMaxMipmapLevel =
Clamp(mMaxMipmapLevel, mBaseMipmapLevel, mImmutableLevelCount - 1u);
if (oldBase != mBaseMipmapLevel &&
mBaseMipmapLevelState != MIPMAP_LEVEL_DEFAULT) {
mBaseMipmapLevelState = MIPMAP_LEVEL_DIRTY;
}
if (oldMax != mMaxMipmapLevel &&
mMaxMipmapLevelState != MIPMAP_LEVEL_DEFAULT) {
mMaxMipmapLevelState = MIPMAP_LEVEL_DIRTY;
}
// Note: This means that immutable textures are *always* texture-complete!
}
//////////////////////////////////////////////////////////////////////////////////////////
// GL calls
bool WebGLTexture::BindTexture(TexTarget texTarget) {
const bool isFirstBinding = !mTarget;
if (!isFirstBinding && mTarget != texTarget) {
mContext->ErrorInvalidOperation(
"bindTexture: This texture has already been bound"
" to a different target.");
return false;
}
mTarget = texTarget;
mContext->gl->fBindTexture(mTarget.get(), mGLName);
if (isFirstBinding) {
mFaceCount = IsCubeMap() ? 6 : 1;
gl::GLContext* gl = mContext->gl;
// Thanks to the WebKit people for finding this out: GL_TEXTURE_WRAP_R
// is not present in GLES 2, but is present in GL and it seems as if for
// cube maps we need to set it to GL_CLAMP_TO_EDGE to get the expected
// GLES behavior.
// If we are WebGL 2 though, we'll want to leave it as REPEAT.
const bool hasWrapR = gl->IsSupported(gl::GLFeature::texture_3D);
if (IsCubeMap() && hasWrapR && !mContext->IsWebGL2()) {
gl->fTexParameteri(texTarget.get(), LOCAL_GL_TEXTURE_WRAP_R,
LOCAL_GL_CLAMP_TO_EDGE);
}
}
return true;
}
static constexpr GLint ClampMipmapLevelForDriver(uint32_t level) {
return Clamp(level, uint8_t{0}, WebGLTexture::kMaxLevelCount);
}
void WebGLTexture::GenerateMipmap() {
// GLES 3.0.4 p160:
// "Mipmap generation replaces texel array levels level base + 1 through q
// with arrrays derived from the level base array, regardless of their
// previous contents. All other mipmap arrays, including the level base
// array, are left unchanged by this computation."
// But only check and init the base level.
const bool ensureInit = true;
const bool skipMips = true;
const auto completeness = CalcCompletenessInfo(ensureInit, skipMips);
if (!completeness || !completeness->levels) {
mContext->ErrorInvalidOperation(
"The texture's base level must be complete.");
return;
}
const auto& usage = completeness->usage;
const auto& format = usage->format;
if (!mContext->IsWebGL2()) {
if (!completeness->powerOfTwo) {
mContext->ErrorInvalidOperation(
"The base level of the texture does not"
" have power-of-two dimensions.");
return;
}
if (format->isSRGB) {
mContext->ErrorInvalidOperation(
"EXT_sRGB forbids GenerateMipmap with"
" sRGB.");
return;
}
}
if (format->compression) {
mContext->ErrorInvalidOperation(
"Texture data at base level is compressed.");
return;
}
if (format->d) {
mContext->ErrorInvalidOperation("Depth textures are not supported.");
return;
}
// OpenGL ES 3.0.4 p160:
// If the level base array was not specified with an unsized internal format
// from table 3.3 or a sized internal format that is both color-renderable and
// texture-filterable according to table 3.13, an INVALID_OPERATION error
// is generated.
bool canGenerateMipmap = (usage->IsRenderable() && usage->isFilterable);
switch (usage->format->effectiveFormat) {
case webgl::EffectiveFormat::Luminance8:
case webgl::EffectiveFormat::Alpha8:
case webgl::EffectiveFormat::Luminance8Alpha8:
// Non-color-renderable formats from Table 3.3.
canGenerateMipmap = true;
break;
default:
break;
}
if (!canGenerateMipmap) {
mContext->ErrorInvalidOperation(
"Texture at base level is not unsized"
" internal format or is not"
" color-renderable or texture-filterable.");
return;
}
if (usage->IsRenderable() && !usage->IsExplicitlyRenderable()) {
mContext->WarnIfImplicit(usage->GetExtensionID());
}
// Done with validation. Do the operation.
gl::GLContext* gl = mContext->gl;
if (gl->WorkAroundDriverBugs()) {
// If we first set GL_TEXTURE_BASE_LEVEL to a number such as 20, then set
// MGL_TEXTURE_MAX_LEVEL to a smaller number like 8, our copy of the
// base level will be lowered, but we havn't yet updated the driver, we
// should do so now, before calling glGenerateMipmap().
if (mBaseMipmapLevelState == MIPMAP_LEVEL_DIRTY) {
gl->fTexParameteri(mTarget.get(), LOCAL_GL_TEXTURE_BASE_LEVEL,
ClampMipmapLevelForDriver(mBaseMipmapLevel));
mBaseMipmapLevelState = MIPMAP_LEVEL_CLEAN;
}
if (mMaxMipmapLevelState == MIPMAP_LEVEL_DIRTY) {
gl->fTexParameteri(mTarget.get(), LOCAL_GL_TEXTURE_MAX_LEVEL,
ClampMipmapLevelForDriver(mMaxMipmapLevel));
mMaxMipmapLevelState = MIPMAP_LEVEL_CLEAN;
}
// bug 696495 - to work around failures in the texture-mips.html test on
// various drivers, we set the minification filter before calling
// glGenerateMipmap. This should not carry a significant performance
// overhead so we do it unconditionally.
//
// note that the choice of GL_NEAREST_MIPMAP_NEAREST really matters. See
// Chromium bug 101105.
gl->fTexParameteri(mTarget.get(), LOCAL_GL_TEXTURE_MIN_FILTER,
LOCAL_GL_NEAREST_MIPMAP_NEAREST);
gl->fGenerateMipmap(mTarget.get());
gl->fTexParameteri(mTarget.get(), LOCAL_GL_TEXTURE_MIN_FILTER,
mSamplingState.minFilter.get());
} else {
gl->fGenerateMipmap(mTarget.get());
}
// Record the results.
const auto maxLevel = Es3_q();
PopulateMipChain(maxLevel);
}
Maybe<double> WebGLTexture::GetTexParameter(GLenum pname) const {
GLint i = 0;
GLfloat f = 0.0f;
switch (pname) {
case LOCAL_GL_TEXTURE_BASE_LEVEL:
return Some(mBaseMipmapLevel);
case LOCAL_GL_TEXTURE_MAX_LEVEL:
return Some(mMaxMipmapLevel);
case LOCAL_GL_TEXTURE_IMMUTABLE_FORMAT:
return Some(mImmutable);
case LOCAL_GL_TEXTURE_IMMUTABLE_LEVELS:
return Some(uint32_t(mImmutableLevelCount));
case LOCAL_GL_TEXTURE_MIN_FILTER:
case LOCAL_GL_TEXTURE_MAG_FILTER:
case LOCAL_GL_TEXTURE_WRAP_S:
case LOCAL_GL_TEXTURE_WRAP_T:
case LOCAL_GL_TEXTURE_WRAP_R:
case LOCAL_GL_TEXTURE_COMPARE_MODE:
case LOCAL_GL_TEXTURE_COMPARE_FUNC: {
MOZ_ASSERT(mTarget);
const gl::ScopedBindTexture autoTex(mContext->gl, mGLName, mTarget.get());
mContext->gl->fGetTexParameteriv(mTarget.get(), pname, &i);
return Some(i);
}
case LOCAL_GL_TEXTURE_MAX_ANISOTROPY_EXT:
case LOCAL_GL_TEXTURE_MAX_LOD:
case LOCAL_GL_TEXTURE_MIN_LOD: {
MOZ_ASSERT(mTarget);
const gl::ScopedBindTexture autoTex(mContext->gl, mGLName, mTarget.get());
mContext->gl->fGetTexParameterfv(mTarget.get(), pname, &f);
return Some(f);
}
default:
MOZ_CRASH("GFX: Unhandled pname.");
}
}
// Here we have to support all pnames with both int and float params.
// See this discussion:
void WebGLTexture::TexParameter(TexTarget texTarget, GLenum pname,
const FloatOrInt& param) {
bool isPNameValid = false;
switch (pname) {
// GLES 2.0.25 p76:
case LOCAL_GL_TEXTURE_WRAP_S:
case LOCAL_GL_TEXTURE_WRAP_T:
case LOCAL_GL_TEXTURE_MIN_FILTER:
case LOCAL_GL_TEXTURE_MAG_FILTER:
isPNameValid = true;
break;
// GLES 3.0.4 p149-150:
case LOCAL_GL_TEXTURE_BASE_LEVEL:
case LOCAL_GL_TEXTURE_COMPARE_MODE:
case LOCAL_GL_TEXTURE_COMPARE_FUNC:
case LOCAL_GL_TEXTURE_MAX_LEVEL:
case LOCAL_GL_TEXTURE_MAX_LOD:
case LOCAL_GL_TEXTURE_MIN_LOD:
case LOCAL_GL_TEXTURE_WRAP_R:
if (mContext->IsWebGL2()) isPNameValid = true;
break;
case LOCAL_GL_TEXTURE_MAX_ANISOTROPY_EXT:
if (mContext->IsExtensionEnabled(
WebGLExtensionID::EXT_texture_filter_anisotropic))
isPNameValid = true;
break;
}
if (!isPNameValid) {
mContext->ErrorInvalidEnumInfo("texParameter: pname", pname);
return;
}
////////////////
// Validate params and invalidate if needed.
bool paramBadEnum = false;
bool paramBadValue = false;
switch (pname) {
case LOCAL_GL_TEXTURE_BASE_LEVEL:
case LOCAL_GL_TEXTURE_MAX_LEVEL:
paramBadValue = (param.i < 0);
break;
case LOCAL_GL_TEXTURE_COMPARE_MODE:
paramBadValue = (param.i != LOCAL_GL_NONE &&
param.i != LOCAL_GL_COMPARE_REF_TO_TEXTURE);
break;
case LOCAL_GL_TEXTURE_COMPARE_FUNC:
switch (param.i) {
case LOCAL_GL_LEQUAL:
case LOCAL_GL_GEQUAL:
case LOCAL_GL_LESS:
case LOCAL_GL_GREATER:
case LOCAL_GL_EQUAL:
case LOCAL_GL_NOTEQUAL:
case LOCAL_GL_ALWAYS:
case LOCAL_GL_NEVER:
break;
default:
paramBadValue = true;
break;
}
break;
case LOCAL_GL_TEXTURE_MIN_FILTER:
switch (param.i) {
case LOCAL_GL_NEAREST:
case LOCAL_GL_LINEAR:
case LOCAL_GL_NEAREST_MIPMAP_NEAREST:
case LOCAL_GL_LINEAR_MIPMAP_NEAREST:
case LOCAL_GL_NEAREST_MIPMAP_LINEAR:
case LOCAL_GL_LINEAR_MIPMAP_LINEAR:
break;
default:
paramBadEnum = true;
break;
}
break;
case LOCAL_GL_TEXTURE_MAG_FILTER:
switch (param.i) {
case LOCAL_GL_NEAREST:
case LOCAL_GL_LINEAR:
break;
default:
paramBadEnum = true;
break;
}
break;
case LOCAL_GL_TEXTURE_WRAP_S:
case LOCAL_GL_TEXTURE_WRAP_T:
case LOCAL_GL_TEXTURE_WRAP_R:
switch (param.i) {
case LOCAL_GL_CLAMP_TO_EDGE:
case LOCAL_GL_MIRRORED_REPEAT:
case LOCAL_GL_REPEAT:
break;
default:
paramBadEnum = true;
break;
}
break;
case LOCAL_GL_TEXTURE_MAX_ANISOTROPY_EXT:
if (param.f < 1.0f) paramBadValue = true;
break;
}
if (paramBadEnum) {
if (!param.isFloat) {
mContext->ErrorInvalidEnum(
"pname 0x%04x: Invalid param"
" 0x%04x.",
pname, param.i);
} else {
mContext->ErrorInvalidEnum("pname 0x%04x: Invalid param %g.", pname,
param.f);
}
return;
}
if (paramBadValue) {
if (!param.isFloat) {
mContext->ErrorInvalidValue(
"pname 0x%04x: Invalid param %i"
" (0x%x).",
pname, param.i, param.i);
} else {
mContext->ErrorInvalidValue("pname 0x%04x: Invalid param %g.", pname,
param.f);
}
return;
}
////////////////
// Store any needed values
FloatOrInt clamped = param;
bool invalidate = true;
switch (pname) {
case LOCAL_GL_TEXTURE_BASE_LEVEL: {
mBaseMipmapLevel = clamped.i;
mBaseMipmapLevelState = MIPMAP_LEVEL_CLEAN;
ClampLevelBaseAndMax();
clamped = FloatOrInt(ClampMipmapLevelForDriver(mBaseMipmapLevel));
break;
}
case LOCAL_GL_TEXTURE_MAX_LEVEL: {
mMaxMipmapLevel = clamped.i;
mMaxMipmapLevelState = MIPMAP_LEVEL_CLEAN;
ClampLevelBaseAndMax();
clamped = FloatOrInt(ClampMipmapLevelForDriver(mMaxMipmapLevel));
break;
}
case LOCAL_GL_TEXTURE_MIN_FILTER:
mSamplingState.minFilter = clamped.i;
break;
case LOCAL_GL_TEXTURE_MAG_FILTER:
mSamplingState.magFilter = clamped.i;
break;
case LOCAL_GL_TEXTURE_WRAP_S:
mSamplingState.wrapS = clamped.i;
break;
case LOCAL_GL_TEXTURE_WRAP_T:
mSamplingState.wrapT = clamped.i;
break;
case LOCAL_GL_TEXTURE_COMPARE_MODE:
mSamplingState.compareMode = clamped.i;
break;
default:
invalidate = false; // Texture completeness will not change.
break;
}
if (invalidate) {
InvalidateCaches();
}
////////////////
if (!clamped.isFloat) {
mContext->gl->fTexParameteri(texTarget.get(), pname, clamped.i);
} else {
mContext->gl->fTexParameterf(texTarget.get(), pname, clamped.f);
}
}
void WebGLTexture::Truncate() {
for (auto& cur : mImageInfoArr) {
cur = {};
}
InvalidateCaches();
}
} // namespace mozilla