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

Aperta
#142 0 commenti 0 reazioni 0 assegnatari Vedi su GitHub

Nessuno ha ancora preso questa issue.

Valutazione

Difficoltà
4/5
Tempo stimato
3-5 giorni
Idoneità per principianti
52/100
Tipo di issue
Bug
Chiarezza
Abbastanza chiara
Stato di attività
Attiva
Stack tecnologico
cpp

Direzione di ricerca

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.

Scritto dal modello di indicizzazione a partire dal testo della issue.

Descrizione

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;
Lingua principale
C++
Stelle
1.2k
Fork
133
Metriche di merge delle PR
Nessuna PR unita negli ultimi 30g

Preparare l'ambiente

  • Include un Dockerfile o un file Docker Compose
  • Nessun modello di pull request
  • Nessuna guida per i contributori

Come iniziare

  1. Leggi tutta la issue e poi la guida ai contributi del progetto.
  2. Commenta sulla issue per dire che te ne occupi tu — evita che due persone facciano lo stesso lavoro.
  3. Fai un fork del repository e lavora su un branch.
  4. Apri una pull request che faccia riferimento al numero della issue.

Altre issue di rive-app/rive-runtime

Tutte le issue di rive-app/rive-runtime

Issue simili

Altre issue su C++

Ricevi le nuove issue nella tua casella

Un breve riepilogo di issue GitHub adatte ai principianti.