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>
diff --git a/src/dawn_native/opengl/QueueGL.cpp b/src/dawn_native/opengl/QueueGL.cpp
index 17260b9..167f8c4 100644
--- a/src/dawn_native/opengl/QueueGL.cpp
+++ b/src/dawn_native/opengl/QueueGL.cpp
@@ -56,101 +56,13 @@
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 {};
}