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Andrew Bonventre3c7fee32015-09-22 18:14:181# Vertex Texture Fetch
2
3This page details the steps necessary to implement vertex texture fetch in ANGLE
4and documents some of the pitfalls that may be encountered along the way.
5
6# Details
7
8Tasks to implement vertex texture support.
9
101. add/enable vertex shader texture look up functions in compiler & HLSL
11 translator.
12 * add texture2DLod, texture2DProjLod (2 variants), textureCubeLod (these
13 are **only** valid in vertex shaders)
14 * ensure other (non-bias/non-LOD) texture functions work in vertex shaders
15 * non-mipmapped textures use the only level available
16 * mipmapped textures use only the base level (ie level 0).
Frank Henigmanc31b7412016-12-09 02:57:19172. update implementation-dependent constants in Context.h
Andrew Bonventre3c7fee32015-09-22 18:14:1818 * MAX\_VERTEX\_TEXTURE\_IMAGE\_UNITS = 4
19 * MAX\_COMBINED\_TEXTURE\_IMAGE\_UNITS =
20 MAX\_VERTEX\_TEXTURE\_IMAGE\_UNITS + MAX\_TEXTURE\_IMAGE\_UNITS (ie 20).
21 * these limits have to change based on the d3d device characteristics. For
22 example we likely don't want to advertise vertex image units on SM2.0
23 cards (unless we end up using software vertex processing).
24 * detection of hardware support for various formats, types, etc.
25 * As a first pass, use the "hasVertexTextures" check that Aras suggested
26 to only enable VTF on DX10 NVIDIA and AMD parts, and SM3 Intel parts.
27 * If this proves insufficient, there are other things we can do, but it
28 involves using software vertex processing for unsupported formats and
29 system memory copies of textures -- all stuff which is rather annoying
30 and likely to hurt performance (see point 4. below).
313. add support and handling for vertex textures/samplers in the API.
32 * any textures used in a vertex shader need to get assigned to the special
33 samplers in d3d9
34 * there are only 4 of them (D3DVERTEXTEXTURESAMPLER0..
35 D3DVERTEXTEXTURESAMPLER3)
36 * if a texture is used in both vertex & fragment it counts twice against
37 the "MAX\_COMBINED" limit (validated in Program::validateSamplers)
38 * there are a number of places in our code where we have arrays of size,
39 or iterate over, MAX\_TEXTURE\_IMAGE\_UNITS. These will need to be
40 changed to operate on MAX\_COMBINED\_TEXTURE\_IMAGE\_UNITS instead. A
41 (possibly incomplete & outdated) list of areas that need to be updated
42 is as follows:
43 * Program.h - increase size of mSamplers
44 * Context.h - increase size of samplerTexture
45 * glActiveTexture needs accept values in the range
46 0..MAX\_COMBINED\_TEXTURE\_IMAGE\_UNITS-1
47 * Context::~Context
48 * GetIntegerv (2D\_BINDING, CUBE\_BINDING)
49 * Context::applyTextures
50 * Context::detachTexture
51 * Program::getSamplerMapping
52 * Program::dirtyAllSamplers
53 * Program::applyUniform1iv
54 * Program::unlink
55 * Program::validateSamplers
564. handling the nasty corner cases: texture formats, filtering and cube
57 textures.
58 * OpenGL doesn't provide any restrictions on what formats and/or types of
59 textures can used for vertex textures, or if filtering can be enabled,
60 whereas D3D9 does.
61 * Reference Rasterizer / Software Vertex Processing: all formats & types
62 supported (including filtering)
63 * ATI R500 (on Google Code) cards do not support VTF (even though they are
64 SM 3.0)
65 * ATI R600 (on Google Code) (and later) and in theory the Intel 965+,
66 claim to support all texture formats/types we care about and some with
67 filtering
68 * NVIDIA cards fall into two camps:
69 * dx9 SM3 (6&7 series): only R32F & A32B32G32R32F supported for 2D and no
70 filtering, CUBE or VOL texture support
71 * dx10 (8+ series): only float texture formats for 2D, CUBE & VOLUME. no
72 filtering (according to caps)
73 * further info from Aras P. suggests that all formats are supported on
74 DX10 hardware, but are just not advertised.
75 * unsure what they do on these cards under OpenGL. Need to do more
76 testing, but suspect software fallback.