Allow to allocate texture's GPU memory at upload timing
[platform/core/uifw/dali-adaptor.git] / dali / internal / graphics / gles-impl / gles-graphics-texture.cpp
index 70db172..5435a97 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 #include "gles-graphics-texture.h"
 
 // EXTERNAL INCLUDES
+#include <dali/integration-api/debug.h>
 #include <dali/integration-api/gl-abstraction.h>
 #include <dali/integration-api/gl-defines.h>
 #include <vector>
 
 // INTERNAL INCLUDES
 #include "egl-graphics-controller.h"
+#include "gles-graphics-sampler.h"
 #include "gles-graphics-types.h"
 
+namespace
+{
+// These match the GL specification
+//const int32_t GL_MINIFY_DEFAULT  = GL_NEAREST_MIPMAP_LINEAR;
+//const int32_t GL_MAGNIFY_DEFAULT = GL_LINEAR;
+const int32_t GL_WRAP_DEFAULT = GL_CLAMP_TO_EDGE;
+
+// These are the Dali defaults
+const int32_t DALI_MINIFY_DEFAULT  = GL_LINEAR;
+const int32_t DALI_MAGNIFY_DEFAULT = GL_LINEAR;
+} // namespace
+
 namespace Dali::Graphics::GLES
 {
+struct ColorConversion
+{
+  Format srcFormat;
+  Format destFormat;
+  std::vector<uint8_t> (*pConversionFunc)(const void*, uint32_t, uint32_t, uint32_t, uint32_t);
+  void (*pConversionWriteFunc)(const void*, uint32_t, uint32_t, uint32_t, uint32_t, void*);
+};
+
+inline void WriteRGB32ToRGBA32(const void* __restrict__ pData, uint32_t sizeInBytes, uint32_t width, uint32_t height, uint32_t rowStride, void* __restrict__ pOutput)
+{
+  const uint8_t* __restrict__ inData = reinterpret_cast<const uint8_t*>(pData);
+  uint8_t* __restrict__ outData      = reinterpret_cast<uint8_t*>(pOutput);
+  if(rowStride == 0u)
+  {
+    rowStride = width;
+  }
+  for(auto y = 0u; y < height; ++y)
+  {
+    auto inIdx  = 0u;
+    auto outIdx = 0u;
+    for(auto x = 0u; x < width; ++x)
+    {
+      outData[outIdx]     = inData[inIdx];
+      outData[outIdx + 1] = inData[inIdx + 1];
+      outData[outIdx + 2] = inData[inIdx + 2];
+      outData[outIdx + 3] = 0xff;
+      outIdx += 4;
+      inIdx += 3;
+    }
+    inData += rowStride * 3u;
+    outData += width * 4u;
+  }
+}
+
+/**
+ * Converts RGB to RGBA
+ */
+inline std::vector<uint8_t> ConvertRGB32ToRGBA32(const void* pData, uint32_t sizeInBytes, uint32_t width, uint32_t height, uint32_t rowStride)
+{
+  std::vector<uint8_t> rgbaBuffer{};
+  rgbaBuffer.resize(width * height * 4);
+  WriteRGB32ToRGBA32(pData, sizeInBytes, width, height, rowStride, &rgbaBuffer[0]);
+  return rgbaBuffer;
+}
+
+/**
+ * Format conversion table
+ */
+const std::vector<ColorConversion>& GetColorConversionTable()
+{
+  static const std::vector<ColorConversion> COLOR_CONVERSION_TABLE = {
+    {Format::R8G8B8_UNORM, Format::R8G8B8A8_UNORM, ConvertRGB32ToRGBA32, WriteRGB32ToRGBA32}};
+  return COLOR_CONVERSION_TABLE;
+}
+
+/**
+ * Constructor
+ */
 Texture::Texture(const Graphics::TextureCreateInfo& createInfo, Graphics::EglGraphicsController& controller)
 : TextureResource(createInfo, controller)
 {
@@ -47,10 +119,77 @@ Texture::Texture(const Graphics::TextureCreateInfo& createInfo, Graphics::EglGra
 
 bool Texture::InitializeResource()
 {
-  auto gl = mController.GetGL();
+  if(mCreateInfo.nativeImagePtr)
+  {
+    return InitializeNativeImage();
+  }
+  return InitializeTexture();
+}
+
+bool Texture::InitializeNativeImage()
+{
+  auto   context = mController.GetCurrentContext();
+  auto   gl      = mController.GetGL();
+  GLuint texture{0};
+
+  if(!gl || !context)
+  {
+    // Do nothing during shutdown
+    return false;
+  }
+
+  NativeImageInterfacePtr nativeImage = mCreateInfo.nativeImagePtr;
+  bool                    created     = nativeImage->CreateResource();
+  mGlTarget                           = nativeImage->GetTextureTarget();
+  if(created)
+  {
+    gl->GenTextures(1, &texture);
+    context->BindTexture(mGlTarget, GetTextureTypeId(), texture);
+
+    gl->PixelStorei(GL_UNPACK_ALIGNMENT, 1); // We always use tightly packed data
+
+    // Apply default sampling parameters
+    SetSamplerParameter(GL_TEXTURE_MIN_FILTER, mDefaultSamplerState.minFilter, DALI_MINIFY_DEFAULT);
+    SetSamplerParameter(GL_TEXTURE_MAG_FILTER, mDefaultSamplerState.magFilter, DALI_MAGNIFY_DEFAULT);
+    SetSamplerParameter(GL_TEXTURE_WRAP_S, mDefaultSamplerState.wrapS, GL_WRAP_DEFAULT);
+    SetSamplerParameter(GL_TEXTURE_WRAP_T, mDefaultSamplerState.wrapT, GL_WRAP_DEFAULT);
+
+    // platform specific implementation decides on what GL extension to use
+    if(nativeImage->TargetTexture() != 0u)
+    {
+      gl->DeleteTextures(1, &texture);
+      nativeImage->DestroyResource();
+      texture = 0u;
+      created = false;
+    }
+    else
+    {
+      mTextureId = texture;
+    }
+  }
+  else
+  {
+    DALI_LOG_ERROR("Native Image: InitializeNativeImage, CreateResource() failed\n");
+  }
+
+  return created; // WARNING! May be false! Needs handling! (Well, initialized on bind)
+}
+
+bool Texture::InitializeTexture()
+{
+  auto context = mController.GetCurrentContext();
+  auto gl      = mController.GetGL();
+  if(!gl || !context)
+  {
+    // Do nothing during shutdown
+    return false;
+  }
 
   GLuint texture{0};
 
+  mGlTarget     = GLTextureTarget(mCreateInfo.textureType).target;
+  mIsCompressed = Graphics::GLES::FormatCompression(mCreateInfo.format).compressed;
+
   switch(mCreateInfo.textureType)
   {
     // Texture 2D
@@ -58,31 +197,106 @@ bool Texture::InitializeResource()
     {
       Graphics::GLES::GLTextureFormatType format(mCreateInfo.format);
 
+      // TODO: find better condition, with this test the L8 doesn't work
+      if(1) //format.format && format.type)
+      {
+        // Bind texture
+        gl->GenTextures(1, &texture);
+        context->BindTexture(GL_TEXTURE_2D, GetTextureTypeId(), texture);
+
+        if(mCreateInfo.allocationPolicy == Graphics::TextureAllocationPolicy::CREATION || mCreateInfo.data)
+        {
+          // Allocate memory for the texture
+          if(!mIsCompressed)
+          {
+            gl->TexImage2D(GL_TEXTURE_2D,
+                           0,
+                           format.internalFormat,
+                           mCreateInfo.size.width,
+                           mCreateInfo.size.height,
+                           0,
+                           format.format,
+                           format.type,
+                           (mCreateInfo.data ? mStagingBuffer.data() : nullptr));
+          }
+          else
+          {
+            gl->CompressedTexImage2D(GL_TEXTURE_2D,
+                                     0,
+                                     format.internalFormat,
+                                     mCreateInfo.size.width,
+                                     mCreateInfo.size.height,
+                                     0,
+                                     mCreateInfo.dataSize,
+                                     (mCreateInfo.data ? mStagingBuffer.data() : nullptr));
+          }
+        }
+
+        // Clear staging buffer if there was any
+        mStagingBuffer.clear();
+        mTextureId = texture;
+        // Default texture filtering (to be set later via command buffer binding)
+        SetSamplerParameter(GL_TEXTURE_MIN_FILTER, mDefaultSamplerState.minFilter, Graphics::GLES::GLSamplerFilterAndMipMapMode(Graphics::SamplerFilter::LINEAR, SamplerMipmapMode::NONE));
+        SetSamplerParameter(GL_TEXTURE_MAG_FILTER, mDefaultSamplerState.magFilter, Graphics::GLES::GLSamplerFilterAndMipMapMode(Graphics::SamplerFilter::LINEAR, SamplerMipmapMode::NONE));
+        SetSamplerParameter(GL_TEXTURE_WRAP_S, mDefaultSamplerState.wrapS, GL_WRAP_DEFAULT);
+        SetSamplerParameter(GL_TEXTURE_WRAP_T, mDefaultSamplerState.wrapT, GL_WRAP_DEFAULT);
+      }
+      break;
+    }
+    // Texture Cubemap
+    case Graphics::TextureType::TEXTURE_CUBEMAP:
+    {
+      Graphics::GLES::GLTextureFormatType format(mCreateInfo.format);
+
       if(format.format && format.type)
       {
         // Bind texture
         gl->GenTextures(1, &texture);
-        gl->BindTexture(GL_TEXTURE_2D, texture);
-
-        // Allocate memory for the texture
-        gl->TexImage2D(GL_TEXTURE_2D,
-                       0,
-                       format.format,
-                       mCreateInfo.size.width,
-                       mCreateInfo.size.height,
-                       0,
-                       format.format,
-                       format.type,
-                       (mCreateInfo.data ? mStagingBuffer.data() : nullptr));
+        context->BindTexture(GL_TEXTURE_CUBE_MAP, GetTextureTypeId(), texture);
+        gl->PixelStorei(GL_UNPACK_ALIGNMENT, 1); // We always use tightly packed data
+
+        SetSamplerParameter(GL_TEXTURE_MIN_FILTER, mDefaultSamplerState.minFilter, Graphics::GLES::GLSamplerFilterAndMipMapMode(Graphics::SamplerFilter::LINEAR, SamplerMipmapMode::NONE));
+        SetSamplerParameter(GL_TEXTURE_MAG_FILTER, mDefaultSamplerState.magFilter, Graphics::GLES::GLSamplerFilterAndMipMapMode(Graphics::SamplerFilter::LINEAR, SamplerMipmapMode::NONE));
+        SetSamplerParameter(GL_TEXTURE_WRAP_S, mDefaultSamplerState.wrapS, GL_WRAP_DEFAULT);
+        SetSamplerParameter(GL_TEXTURE_WRAP_T, mDefaultSamplerState.wrapT, GL_WRAP_DEFAULT);
+
+        if(mCreateInfo.allocationPolicy == Graphics::TextureAllocationPolicy::CREATION || mCreateInfo.data)
+        {
+          // Allocate memory for the texture
+          for(uint32_t i = 0; i < 6; ++i)
+          {
+            if(!mIsCompressed)
+            {
+              gl->TexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
+                             0,
+                             format.internalFormat,
+                             mCreateInfo.size.width,
+                             mCreateInfo.size.height,
+                             0,
+                             format.format,
+                             format.type,
+                             (mCreateInfo.data ? mStagingBuffer.data() : nullptr));
+            }
+            else
+            {
+              gl->CompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
+                                       0,
+                                       format.internalFormat,
+                                       mCreateInfo.size.width,
+                                       mCreateInfo.size.height,
+                                       0,
+                                       mCreateInfo.dataSize,
+                                       (mCreateInfo.data ? mStagingBuffer.data() : nullptr));
+            }
+          }
+        }
 
         // Clear staging buffer if there was any
         mStagingBuffer.clear();
 
         mTextureId = texture;
 
-        // Default texture filtering (to be set later via command buffer binding)
-        gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, Graphics::GLES::GLSamplerFilterAndMipMapMode(Graphics::SamplerFilter::LINEAR, SamplerMipmapMode::NONE));
-        gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, Graphics::GLES::GLSamplerFilterAndMipMapMode(Graphics::SamplerFilter::LINEAR, SamplerMipmapMode::NONE));
+        SetSamplerParameter(GL_TEXTURE_WRAP_R, mDefaultSamplerState.wrapR, GL_WRAP_DEFAULT);
       }
       break;
     }
@@ -96,12 +310,21 @@ bool Texture::InitializeResource()
 
 void Texture::DestroyResource()
 {
+  auto gl = mController.GetGL();
+  if(!gl)
+  {
+    return;
+  }
+
   // This is a proper destructor
   if(mTextureId)
   {
-    auto gl = mController.GetGL();
     gl->DeleteTextures(1, &mTextureId);
   }
+  if(mCreateInfo.nativeImagePtr)
+  {
+    mCreateInfo.nativeImagePtr->DestroyResource();
+  }
 }
 
 void Texture::DiscardResource()
@@ -111,17 +334,96 @@ void Texture::DiscardResource()
 
 void Texture::Bind(const TextureBinding& binding) const
 {
-  auto gl = mController.GetGL();
+  auto context = mController.GetCurrentContext();
+  auto gl      = mController.GetGL();
+  if(!gl || !context)
+  {
+    // Do nothing during shutdown
+    return;
+  }
 
-  // Bind texture to shader slot
-  gl->BindTexture(GL_TEXTURE_2D, mTextureId);
-  gl->ActiveTexture(GL_TEXTURE0 + binding.binding);
+  context->ActiveTexture(binding.binding);
+  context->BindTexture(mGlTarget, GetTextureTypeId(), mTextureId);
 
   // For GLES2 if there is a sampler set in the binding
-  //if(binding.sampler)
-  //{
+  if(binding.sampler)
+  {
+    const auto& samplerCreateInfo = static_cast<const GLES::Sampler*>(binding.sampler)->GetCreateInfo();
+
+    auto mipMapMode = samplerCreateInfo.mipMapMode;
 
-  //}
+    SetSamplerParameter(GL_TEXTURE_MIN_FILTER, mDefaultSamplerState.minFilter, GLSamplerFilterAndMipMapMode(samplerCreateInfo.minFilter, mipMapMode).glFilter);
+    SetSamplerParameter(GL_TEXTURE_MAG_FILTER, mDefaultSamplerState.magFilter, GLSamplerFilter(samplerCreateInfo.magFilter).glFilter);
+    SetSamplerParameter(GL_TEXTURE_WRAP_S, mDefaultSamplerState.wrapS, GLAddressMode(samplerCreateInfo.addressModeU).texParameter);
+    SetSamplerParameter(GL_TEXTURE_WRAP_T, mDefaultSamplerState.wrapT, GLAddressMode(samplerCreateInfo.addressModeV).texParameter);
+
+    if(mGlTarget == GL_TEXTURE_CUBE_MAP)
+    {
+      SetSamplerParameter(GL_TEXTURE_WRAP_R, mDefaultSamplerState.wrapR, GLAddressMode(samplerCreateInfo.addressModeW).texParameter);
+    }
+  }
+  else
+  {
+    SetSamplerParameter(GL_TEXTURE_MIN_FILTER, mDefaultSamplerState.minFilter, DALI_MINIFY_DEFAULT);
+    SetSamplerParameter(GL_TEXTURE_MAG_FILTER, mDefaultSamplerState.magFilter, DALI_MAGNIFY_DEFAULT);
+    SetSamplerParameter(GL_TEXTURE_WRAP_S, mDefaultSamplerState.wrapS, GL_WRAP_DEFAULT);
+    SetSamplerParameter(GL_TEXTURE_WRAP_T, mDefaultSamplerState.wrapT, GL_WRAP_DEFAULT);
+    if(mGlTarget == GL_TEXTURE_CUBE_MAP)
+    {
+      SetSamplerParameter(GL_TEXTURE_WRAP_R, mDefaultSamplerState.wrapR, GL_WRAP_DEFAULT);
+    }
+  }
+
+  if(mMaxMipMapLevel)
+  {
+    SetSamplerParameter(GL_TEXTURE_MAX_LEVEL, mDefaultSamplerState.maxLevel, mMaxMipMapLevel);
+  }
+}
+
+void Texture::Prepare()
+{
+  NativeImageInterfacePtr nativeImage = mCreateInfo.nativeImagePtr;
+  if(nativeImage)
+  {
+    nativeImage->PrepareTexture();
+  }
+}
+
+/**
+ * This function tests whether format is supported by the driver. If possible it applies
+ * format conversion to suitable supported pixel format.
+ */
+bool Texture::TryConvertPixelData(const void* pData, Graphics::Format srcFormat, Graphics::Format destFormat, uint32_t sizeInBytes, uint32_t inStride, uint32_t width, uint32_t height, std::vector<uint8_t>& outputBuffer)
+{
+  // No need to convert
+  if(srcFormat == destFormat)
+  {
+    return false;
+  }
+
+  auto it = std::find_if(GetColorConversionTable().begin(), GetColorConversionTable().end(), [&](auto& item) {
+    return item.srcFormat == srcFormat && item.destFormat == destFormat;
+  });
+
+  // No suitable format, return empty array
+  if(it == GetColorConversionTable().end())
+  {
+    return false;
+  }
+  auto begin = reinterpret_cast<const uint8_t*>(pData);
+
+  outputBuffer = std::move(it->pConversionFunc(begin, sizeInBytes, width, height, inStride));
+  return !outputBuffer.empty();
+}
+
+void Texture::SetSamplerParameter(uint32_t param, uint32_t& cacheValue, uint32_t value) const
+{
+  if(cacheValue != value)
+  {
+    auto gl = mController.GetGL();
+    gl->TexParameteri(mGlTarget, param, value);
+    cacheValue = value;
+  }
 }
 
 } // namespace Dali::Graphics::GLES