angle/extensions/EGL_ANGLE_d3d_texture_clien...

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Name
ANGLE_d3d_texture_client_buffer
Name Strings
EGL_ANGLE_d3d_texture_client_buffer
Contributors
Geoff Lang
Olli Etuaho
Sunny Sachanandani
Contacts
Geoff Lang, Google Inc. (geofflang 'at' google.com)
Status
Draft
Version
Version 5, Sep 6, 2019
Number
EGL Extension #??
Dependencies
This extension is written against the wording of the EGL 1.2
Specification.
References the EGL_ANGLE_device_d3d and EGL_KHR_image_base extensions.
Overview
This extension allows creating EGL surfaces and EGL images from D3D texture
objects.
New Types
None
New Procedures and Functions
None
New Tokens
Accepted by the <target> parameter of eglCreateImageKHR and <buftype>
parameter of eglCreatePbufferFromClientBuffer:
EGL_D3D_TEXTURE_ANGLE 0x33A3
Additions to Chapter 2 of the EGL 1.2 Specification (EGL Operation)
Add to section 2.5.1 "EGLImage Specification" (as defined by the
EGL_KHR_image_base specification), in the description of
eglCreateImageKHR:
"Values accepted for <target> are listed in Table aaa, below.
+----------------------------+-----------------------------------------+
| <target> | Notes |
+----------------------------+-----------------------------------------+
| EGL_D3D_TEXTURE_ANGLE | Used for Direct3D11 texture objects |
+----------------------------+-----------------------------------------+
Table aaa. Legal values for eglCreateImageKHR <target> parameter
...
If <target> is EGL_D3D_TEXTURE_ANGLE, <dpy> must be a valid display, <ctx>
must be EGL_NO_CONTEXT, <buffer> must be a pointer to a valid D3D11 texture
object (cast into the type EGLClientBuffer), and attributes other than
EGL_TEXTURE_INTERNAL_FORMAT_ANGLE are ignored. The width and height of
the pbuffer are determined by the width and height of <buffer>."
If EGL_TEXTURE_INTERNAL_FORMAT_ANGLE is specified, it is used to interpret
<buffer> according to the provided internal format. See table
egl.restrictions for acceptable texture object types and formats.
If the EGL_ANGLE_device_d3d extension is present, the provided D3D11 texture
object must have been created by the same D3D11 device queried from the
display. If these requirements are not met, an EGL_BAD_PARAMETER error is
generated."
Additions to Chapter 3 of the EGL 1.2 Specification (EGL Functions and Errors)
Replace the last sentence of paragraph 1 of Section 3.5.3 with the
following text.
"Currently, the only client API resources which may be bound in this
fashion are OpenVG VGImage objects and Direct3D texture objects."
Replace the last sentence of paragraph 2 ("To bind a client API...") of
Section 3.5.3 with the following text.
"When <buftype> is EGL_OPENVG_IMAGE or EGL_D3D_TEXTURE_ANGLE, the width and
height of the pbuffer are determined by the width and height of <buffer>."
Replace the third paragraph of Section 3.5.3 with the following text.
"<buftype> specifies the type of buffer to be bound. The only allowed values
of <buftype> are EGL_OPENVG_IMAGE and EGL_D3D_TEXTURE_ANGLE".
Append the following text to the fourth paragraph of Section 3.5.3.
"When <buftype> is EGL_D3D_TEXTURE_ANGLE, <buffer> must be
a valid D3D texture object, cast into the type EGLClientBuffer. See table
egl.restrictions for acceptable texture object types and formats. If the
EGL_ANGLE_device_d3d extension is present, the provided D3D texture object
must have been created by the same D3D device queried from the display.
If these requirements are not met, an EGL_BAD_PARAMETER error is
generated."
---------------------------------------------------------------------------
Resource Type Resource Restrictions
---------------------------------------------------------------------------
IDirect3DTexture9 Memory pool must be D3DPOOL_DEFAULT.
Format must be D3DFMT_R8G8B8, D3DFMT_A8R8G8B8,
D3DFMT_A16B16G16R16F or D3DFMT_A32B32G32R32F.
EGL_TEXTURE_INTERNAL_FORMAT_ANGLE is not supported.
ID3D11Texture2D Usage flags must be D3D11_USAGE_DEFAULT.
Format must be
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_R8G8B8A8_UNORM_SRGB,
DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT_B8G8R8A8_UNORM_SRGB (support is optional),
DXGI_FORMAT_R8G8B8A8_TYPELESS (support is optional),
DXGI_FORMAT_B8G8R8A8_TYPELESS (support is optional),
DXGI_FORMAT_R16G16B16A16_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT, or
DXGI_FORMAT_R10G10B10A2_UNORM.
EGL_TEXTURE_INTERNAL_FORMAT_ANGLE (if supported) must be
GL_RGBA (supported for all formats),
GL_RGB (supported except for DXGI_FORMAT_R10G10B10A2_UNORM), or
GL_BGRA_EXT (supported only for
DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT_B8G8R8A8_UNORM_SRGB, or
DXGI_FORMAT_B8G8R8A8_TYPELESS).
--------------------------------------------------------------------------
Table egl.restrictions - Restrictions on D3D resources that can be used
as a <buffer>.
--------------------------------------------------------------------------
Append to the fifth paragraph of Section 3.5.3.
"In addition, in case buftype is EGL_D3D_TEXTURE_ANGLE and the D3D resource
has a typeless DXGI format, attrib_list may contain the attribute
EGL_GL_COLORSPACE."
Append to the end of Section 3.5.3.
"When a pbuffer is created with type EGL_D3D_TEXTURE_ANGLE, the contents
of the associcated D3D texture object are undefined while the pbuffer is
the current read surface, draw surface or bound to a client texture."
Append to the end of Section 3.5.3.
"When a pbuffer is created with type EGL_D3D_TEXTURE_ANGLE, and the
EGL_GL_COLORSPACE attribute is not specified in attrib_list, the
EGL_GL_COLORSPACE attribute of the surface is determined by the DXGI format
of the Direct3D texture. For *_SRGB DXGI formats, the value of
EGL_GL_COLORSPACE is EGL_GL_COLORSPACE_SRGB. For other formats including
*_TYPELESS DXGI formats, the value of EGL_GL_COLORSPACE defaults to
EGL_GL_COLORSPACE_LINEAR."
Issues
1. What renderers allow the use of a multi-sampled texture?
PROPOSED: Mutli-sampled texture support is currently limited to D3D11.
Additionally, the client is responsible for resolving the texture.
2. How does this extension interact with EXT_sRGB_write_control?
If GL_FRAMEBUFFER_SRGB_EXT is disabled and a pbuffer created from a D3D
texture with an *_SRGB format is being rendered to, it is undefined whether
SRGB conversion will be performed.
3. What renderers allow the use of typeless textures?
PROPOSED: Support for typeless textures is currently limited to D3D11.
4. Can RGB formats be supported?
RESOLVED: RGB internal formats are supported for creating images from D3D11
textures in version 5 by setting EGL_TEXTURE_INTERNAL_FORMAT_ANGLE attribute
to GL_RGB. Images with an RGB format will ensure that the alpha channel of
the texture is reset to 1.0 when it is used.
Revision History
Version 5, 2019/09/06 - added support for creating EGLImage.
Version 4, 2019/04/15 - added support for DXGI_FORMAT_R10G10B10A2_UNORM.
Version 3, 2018/01/23 - added support for typeless textures.
Version 2, 2018/01/15 - clarified SRGB conversion handling.
Version 1, 2016/10/05 - first draft.