Start the process of choosing the correct compression format
R=robertphillips@google.com Author: krajcevski@google.com Review URL: https://codereview.chromium.org/427093004
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@ -50,6 +50,37 @@ static inline GrPixelConfig fmt_to_config(SkTextureCompressor::Format fmt) {
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return configMap[fmt];
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}
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#if GR_COMPRESS_ALPHA_MASK
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static bool choose_compressed_fmt(const GrDrawTargetCaps* caps,
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SkTextureCompressor::Format *fmt) {
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if (NULL == fmt) {
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return false;
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}
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// We can't use scratch textures without the ability to update
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// compressed textures...
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if (!(caps->compressedTexSubImageSupport())) {
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return false;
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}
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// Figure out what our preferred texture type is. If ASTC is available, that always
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// gives the biggest win. Otherwise, in terms of compression speed and accuracy,
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// LATC has a slight edge over R11 EAC.
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if (caps->isConfigTexturable(kASTC_12x12_GrPixelConfig)) {
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*fmt = SkTextureCompressor::kASTC_12x12_Format;
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return true;
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} else if (caps->isConfigTexturable(kLATC_GrPixelConfig)) {
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*fmt = SkTextureCompressor::kLATC_Format;
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return true;
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} else if (caps->isConfigTexturable(kR11_EAC_GrPixelConfig)) {
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*fmt = SkTextureCompressor::kR11_EAC_Format;
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return true;
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}
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return false;
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}
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#endif
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}
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/**
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@ -117,18 +148,23 @@ bool GrSWMaskHelper::init(const SkIRect& resultBounds,
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resultBounds.height());
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#if GR_COMPRESS_ALPHA_MASK
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fCompressedFormat = SkTextureCompressor::kR11_EAC_Format;
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fCompressMask = choose_compressed_fmt(fContext->getGpu()->caps(), &fCompressedFormat);
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#else
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fCompressMask = false;
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#endif
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// Make sure that the width is a multiple of 16 so that we can use
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// specialized SIMD instructions that compress 4 blocks at a time.
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int dimX, dimY;
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SkTextureCompressor::GetBlockDimensions(fCompressedFormat, &dimX, &dimY);
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const int cmpWidth = dimX * ((bounds.fRight + (dimX - 1)) / dimX);
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const int cmpHeight = dimY * ((bounds.fBottom + (dimY - 1)) / dimY);
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#else
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const int cmpWidth = bounds.fRight;
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const int cmpHeight = bounds.fBottom;
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#endif
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int cmpWidth, cmpHeight;
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if (fCompressMask) {
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int dimX, dimY;
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SkTextureCompressor::GetBlockDimensions(fCompressedFormat, &dimX, &dimY);
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cmpWidth = dimX * ((bounds.fRight + (dimX - 1)) / dimX);
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cmpHeight = dimY * ((bounds.fBottom + (dimY - 1)) / dimY);
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} else {
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cmpWidth = bounds.fRight;
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cmpHeight = bounds.fBottom;
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}
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if (!fBM.allocPixels(SkImageInfo::MakeA8(cmpWidth, cmpHeight))) {
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return false;
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@ -153,25 +189,25 @@ bool GrSWMaskHelper::getTexture(GrAutoScratchTexture* texture) {
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GrTextureDesc desc;
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desc.fWidth = fBM.width();
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desc.fHeight = fBM.height();
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desc.fConfig = kAlpha_8_GrPixelConfig;
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#if GR_COMPRESS_ALPHA_MASK
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if (fCompressMask) {
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#ifdef SK_DEBUG
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int dimX, dimY;
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SkTextureCompressor::GetBlockDimensions(fCompressedFormat, &dimX, &dimY);
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SkASSERT((desc.fWidth % dimX) == 0);
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SkASSERT((desc.fHeight % dimY) == 0);
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int dimX, dimY;
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SkTextureCompressor::GetBlockDimensions(fCompressedFormat, &dimX, &dimY);
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SkASSERT((desc.fWidth % dimX) == 0);
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SkASSERT((desc.fHeight % dimY) == 0);
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#endif
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desc.fConfig = fmt_to_config(fCompressedFormat);
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desc.fConfig = fmt_to_config(fCompressedFormat);
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// If this config isn't supported then we should fall back to A8
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if (!(fContext->getGpu()->caps()->isConfigTexturable(desc.fConfig))) {
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desc.fConfig = kAlpha_8_GrPixelConfig;
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// If this config isn't supported then we should fall back to A8
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if (!(fContext->getGpu()->caps()->isConfigTexturable(desc.fConfig))) {
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SkDEBUGFAIL("Determining compression should be set from choose_compressed_fmt");
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desc.fConfig = kAlpha_8_GrPixelConfig;
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}
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}
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#else
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desc.fConfig = kAlpha_8_GrPixelConfig;
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#endif
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texture->set(fContext, desc);
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return NULL != texture->texture();
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@ -195,23 +231,9 @@ void GrSWMaskHelper::sendTextureData(GrTexture *texture, const GrTextureDesc& de
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void GrSWMaskHelper::compressTextureData(GrTexture *texture, const GrTextureDesc& desc) {
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SkASSERT(GrPixelConfigIsCompressed(desc.fConfig));
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SkASSERT(fmt_to_config(fCompressedFormat) == desc.fConfig);
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SkTextureCompressor::Format format = SkTextureCompressor::kLATC_Format;
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// Choose the format required by the texture descriptor.
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switch(desc.fConfig) {
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case kLATC_GrPixelConfig:
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format = SkTextureCompressor::kLATC_Format;
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break;
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case kR11_EAC_GrPixelConfig:
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format = SkTextureCompressor::kR11_EAC_Format;
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break;
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default:
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SkFAIL("Unrecognized texture compression format.");
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break;
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}
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SkAutoDataUnref cmpData(SkTextureCompressor::CompressBitmapToFormat(fBM, format));
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SkAutoDataUnref cmpData(SkTextureCompressor::CompressBitmapToFormat(fBM, fCompressedFormat));
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SkASSERT(NULL != cmpData);
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this->sendTextureData(texture, desc, cmpData->data(), 0);
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@ -229,7 +251,7 @@ void GrSWMaskHelper::toTexture(GrTexture *texture) {
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desc.fConfig = texture->config();
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// First see if we should compress this texture before uploading.
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if (GrPixelConfigIsCompressed(texture->config())) {
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if (fCompressMask) {
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this->compressTextureData(texture, desc);
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} else {
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// Looks like we have to send a full A8 texture.
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@ -42,7 +42,7 @@ class GrDrawTarget;
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class GrSWMaskHelper : SkNoncopyable {
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public:
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GrSWMaskHelper(GrContext* context)
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: fContext(context) {
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: fContext(context), fCompressMask(false) {
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}
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// set up the internal state in preparation for draws. Since many masks
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@ -102,9 +102,13 @@ private:
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SkDraw fDraw;
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SkRasterClip fRasterClip;
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#if GR_COMPRESS_ALPHA_MASK
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// This flag says whether or not we should compress the mask. If
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// it is true, then fCompressedFormat is always valid.
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bool fCompressMask;
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// This is the desired format within which to compress the
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// texture. This value is only valid if fCompressMask is true.
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SkTextureCompressor::Format fCompressedFormat;
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#endif
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// Actually sends the texture data to the GPU. This is called from
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// toTexture with the data filled in depending on the texture config.
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@ -558,11 +558,10 @@ void GrGLCaps::initConfigTexturableTable(const GrGLContextInfo& ctxInfo, const G
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fConfigTextureSupport[kLATC_GrPixelConfig] = hasLATC;
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fLATCAlias = alias;
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// Check for R11_EAC
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if (kGL_GrGLStandard == standard) {
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fConfigTextureSupport[kR11_EAC_GrPixelConfig] =
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version >= GR_GL_VER(4, 3) || ctxInfo.hasExtension("GL_ARB_ES3_compatibility");
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} else {
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// Check for R11_EAC ... We don't support R11_EAC on desktop, as most
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// cards default to decompressing the textures in the driver, and is
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// generally slower.
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if (kGL_GrGLStandard != standard) {
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fConfigTextureSupport[kR11_EAC_GrPixelConfig] = version >= GR_GL_VER(3, 0);
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}
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