Restore the whole mip chain of textures narrowed by a GL render pass

Abierto
#142 0 comentarios 0 reacciones 0 asignados Ver en GitHub

Nadie ha tomado este issue todavía.

Evaluación

Dificultad
4/5
Tiempo estimado
3-5 días
Aptitud para principiantes
52/100
Tipo de issue
Error
Claridad
Bastante claro
Estado de actividad
Activo
Stack tecnológico
cpp

Línea de trabajo

Start by reading source/renderer/ore/gl/ore_render_pass_gl.cpp around applySampledLevels() and finish(), then inspect ore_texture_gl.cpp and the matching headers. Trace how sampled mip ranges are applied and restored, and check the renderer’s existing OpenGL tests. Done means narrowed textures regain their full mip chain when the render pass finishes, with regression coverage for that behavior.

Escrito por el modelo de indexación a partir del texto del issue.

Descripción

Restore the whole mip chain of textures narrowed by a GL render pass.

- source/renderer/ore/gl/ore_texture_gl.hpp: Ore GL: TextureGL::restoreSampledLevels hands a narrowed texture its whole mip chain back
- source/renderer/ore/gl/ore_texture_gl.cpp: Ore GL: TextureGL::restoreSampledLevels implementation
- source/renderer/ore/gl/ore_render_pass_gl.hpp: Ore GL: a render pass remembers the textures it narrowed to a mip range
- source/renderer/ore/gl/ore_render_pass_gl.cpp: Ore GL applySampledLevels: record textures narrowed to a mip range
- source/renderer/ore/gl/ore_render_pass_gl.cpp: Ore GL finish: restore the whole mip chain of narrowed textures so the GL object leaves the pass unnarrowed

diff --git a/source/renderer/ore/gl/ore_render_pass_gl.cpp b/source/renderer/ore/gl/ore_render_pass_gl.cpp
index e07f50f468d37e9ea61544032056ee17d5e9fe8e..4871dbe3f4defe12c109cb2e271436bed70283e9 100644
--- a/source/renderer/ore/gl/ore_render_pass_gl.cpp
+++ b/source/renderer/ore/gl/ore_render_pass_gl.cpp
@@ -615,7 +615,18 @@ void RenderPassGL::applySampledLevels()
     }
   }
   for (const auto& l : m_sampledLevels)
+  {
     l.texture->setSampledLevels(l.unit, l.base, l.max);
+    const bool narrowed =
+        l.base != 0 || l.max + 1 < std::max(l.texture->numMipmaps(), 1u);
+    if (narrowed &&
+        std::none_of(m_narrowedTextures.begin(),
+                     m_narrowedTextures.end(),
+                     [&](const auto& t) { return t.get() == l.texture; }))
+    {
+      m_narrowedTextures.push_back(ref_rcp(l.texture));
+    }
+  }
 }
 
 void RenderPassGL::setViewport(
@@ -741,6 +752,10 @@ void RenderPassGL::finish()
   m_currentPipeline = nullptr;
   releaseBoundResources();
 
+  for (const auto& texture : m_narrowedTextures)
+    texture->restoreSampledLevels();
+  m_narrowedTextures.clear();
+
   glDisable(GL_SCISSOR_TEST);
   glDisable(GL_BLEND);
   glDisable(GL_DEPTH_TEST);
diff --git a/source/renderer/ore/gl/ore_render_pass_gl.hpp b/source/renderer/ore/gl/ore_render_pass_gl.hpp
index 544c779effc3228e480ef4cdc38d4bc9b2c1a942..773bcaf1daf06ab3219013c8d7e3694adf5913b9 100644
--- a/source/renderer/ore/gl/ore_render_pass_gl.hpp
+++ b/source/renderer/ore/gl/ore_render_pass_gl.hpp
@@ -83,6 +83,8 @@ private:
     uint32_t max;
   };
   std::vector<SampledLevels> m_sampledLevels;
+  // Textures this pass narrowed, restored to their whole chain at finish().
+  std::vector<rcp<TextureGL>> m_narrowedTextures;
 
   // Buffers and textures at the pipeline's units, which differ from the
   // layout's when the layout came from another shader.
diff --git a/source/renderer/ore/gl/ore_texture_gl.cpp b/source/renderer/ore/gl/ore_texture_gl.cpp
index 82d21e1049c6d0faf222e4b410f8e1648672a970..c2d4a0dbf37126e6e0e58b1a4aa70abea61cbf9c 100644
--- a/source/renderer/ore/gl/ore_texture_gl.cpp
+++ b/source/renderer/ore/gl/ore_texture_gl.cpp
@@ -340,6 +340,17 @@ void TextureGL::setSampledLevels(uint32_t unit, uint32_t base, uint32_t max)
   m_glMaxLevel = max;
 }
 
+void TextureGL::restoreSampledLevels()
+{
+  const uint32_t max = std::max(numMipmaps(), 1u) - 1;
+  if (m_glBaseLevel == 0 && m_glMaxLevel == max)
+    return;
+  glActiveTexture(GL_TEXTURE0);
+  glBindTexture(m_glTarget, m_glTexture);
+  setSampledLevels(0, 0, max);
+  glBindTexture(m_glTarget, 0);
+}
+
 TextureGL::~TextureGL()
 {
   if (m_glRenderbuffer != 0 && m_glOwnsTexture)
diff --git a/source/renderer/ore/gl/ore_texture_gl.hpp b/source/renderer/ore/gl/ore_texture_gl.hpp
index 62ea3852b16849cf3438a8dc6a5488b5199fff06..0466a32b220df7f5ca59022cbe084736536b038c 100644
--- a/source/renderer/ore/gl/ore_texture_gl.hpp
+++ b/source/renderer/ore/gl/ore_texture_gl.hpp
@@ -15,6 +15,9 @@ public:
   // GLES3 has no texture views, so a sampled view's mip range is texture
   // state. Expects the texture bound at `unit`.
   void setSampledLevels(uint32_t unit, uint32_t base, uint32_t max);
+  // Hands the whole mip chain back, so GL users outside ore never inherit a
+  // narrowed view's range. Binds and unbinds the texture on unit 0.
+  void restoreSampledLevels();
 
 private:
   friend class ContextGL;
Lenguaje dominante
C++
Estrellas
1.3k
Forks
133
Métricas de merge de PR
Sin PR fusionados en 30 d

Preparar el entorno

  • Incluye un Dockerfile o un archivo de Docker Compose
  • Sin plantilla de pull request
  • Sin guía de contribución

Primeros pasos

  1. Lee el issue completo y luego la guía de contribución del proyecto.
  2. Comenta en el issue que vas a ocuparte — evita que dos personas hagan lo mismo.
  3. Haz un fork del repositorio y trabaja en una rama.
  4. Abre un pull request que haga referencia al número del issue.

Más de rive-app/rive-runtime

Todos los issues de rive-app/rive-runtime

Issues similares

Más issues de C++

Recibe los nuevos issues en tu correo

Un resumen breve de issues de GitHub para principiantes.