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// Copyright 2019 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/UtilsGL.h"
#include "dawn/common/Assert.h"
#include "dawn/native/EnumMaskIterator.h"
#include "dawn/native/opengl/OpenGLFunctions.h"
namespace dawn::native::opengl {
GLuint ToOpenGLCompareFunction(wgpu::CompareFunction compareFunction) {
switch (compareFunction) {
case wgpu::CompareFunction::Never:
return GL_NEVER;
case wgpu::CompareFunction::Less:
return GL_LESS;
case wgpu::CompareFunction::LessEqual:
return GL_LEQUAL;
case wgpu::CompareFunction::Greater:
return GL_GREATER;
case wgpu::CompareFunction::GreaterEqual:
return GL_GEQUAL;
case wgpu::CompareFunction::NotEqual:
return GL_NOTEQUAL;
case wgpu::CompareFunction::Equal:
return GL_EQUAL;
case wgpu::CompareFunction::Always:
return GL_ALWAYS;
case wgpu::CompareFunction::Undefined:
break;
}
UNREACHABLE();
}
GLint GetStencilMaskFromStencilFormat(wgpu::TextureFormat depthStencilFormat) {
switch (depthStencilFormat) {
case wgpu::TextureFormat::Depth24PlusStencil8:
case wgpu::TextureFormat::Depth32FloatStencil8:
case wgpu::TextureFormat::Stencil8:
return 0xFF;
default:
UNREACHABLE();
}
}
void CopyImageSubData(const OpenGLFunctions& gl,
Aspect srcAspects,
GLuint srcHandle,
GLenum srcTarget,
GLint srcLevel,
const Origin3D& src,
GLuint dstHandle,
GLenum dstTarget,
GLint dstLevel,
const Origin3D& dst,
const Extent3D& size) {
if (gl.IsAtLeastGL(4, 3) || gl.IsAtLeastGLES(3, 2)) {
gl.CopyImageSubData(srcHandle, srcTarget, srcLevel, src.x, src.y, src.z, dstHandle,
dstTarget, dstLevel, dst.x, dst.y, dst.z, size.width, size.height,
size.depthOrArrayLayers);
return;
}
GLint prevReadFBO = 0, prevDrawFBO = 0;
gl.GetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &prevReadFBO);
gl.GetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &prevDrawFBO);
// Generate temporary framebuffers for the blits.
GLuint readFBO = 0, drawFBO = 0;
gl.GenFramebuffers(1, &readFBO);
gl.GenFramebuffers(1, &drawFBO);
gl.BindFramebuffer(GL_READ_FRAMEBUFFER, readFBO);
gl.BindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
// Reset state that may affect glBlitFramebuffer().
gl.Disable(GL_SCISSOR_TEST);
GLenum blitMask = 0;
if (srcAspects & Aspect::Color) {
blitMask |= GL_COLOR_BUFFER_BIT;
}
if (srcAspects & Aspect::Depth) {
blitMask |= GL_DEPTH_BUFFER_BIT;
}
if (srcAspects & Aspect::Stencil) {
blitMask |= GL_STENCIL_BUFFER_BIT;
}
// Iterate over all layers, doing a single blit for each.
for (uint32_t layer = 0; layer < size.depthOrArrayLayers; ++layer) {
// Set attachments for all aspects.
for (Aspect aspect : IterateEnumMask(srcAspects)) {
GLenum glAttachment;
switch (aspect) {
case Aspect::Color:
glAttachment = GL_COLOR_ATTACHMENT0;
break;
case Aspect::Depth:
glAttachment = GL_DEPTH_ATTACHMENT;
break;
case Aspect::Stencil:
glAttachment = GL_STENCIL_ATTACHMENT;
break;
case Aspect::CombinedDepthStencil:
case Aspect::None:
case Aspect::Plane0:
case Aspect::Plane1:
UNREACHABLE();
}
if (srcTarget == GL_TEXTURE_2D) {
gl.FramebufferTexture2D(GL_READ_FRAMEBUFFER, glAttachment, srcTarget, srcHandle,
srcLevel);
} else {
gl.FramebufferTextureLayer(GL_READ_FRAMEBUFFER, glAttachment, srcHandle, srcLevel,
src.z + layer);
}
if (dstTarget == GL_TEXTURE_2D) {
gl.FramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glAttachment, dstTarget, dstHandle,
dstLevel);
} else if (dstTarget == GL_TEXTURE_CUBE_MAP) {
GLenum target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer;
gl.FramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glAttachment, target, dstHandle,
dstLevel);
} else {
gl.FramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, glAttachment, dstHandle, dstLevel,
dst.z + layer);
}
}
gl.BlitFramebuffer(src.x, src.y, src.x + size.width, src.y + size.height, dst.x, dst.y,
dst.x + size.width, dst.y + size.height, blitMask, GL_NEAREST);
}
gl.Enable(GL_SCISSOR_TEST);
gl.DeleteFramebuffers(1, &readFBO);
gl.DeleteFramebuffers(1, &drawFBO);
gl.BindFramebuffer(GL_READ_FRAMEBUFFER, prevReadFBO);
gl.BindFramebuffer(GL_DRAW_FRAMEBUFFER, prevDrawFBO);
}
} // namespace dawn::native::opengl