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403 строки
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403 строки
16 KiB
Plaintext
Name
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ANGLE_depth_texture
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Name Strings
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GL_ANGLE_depth_texture
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Contributors
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Nicolas Capens, TransGaming
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Daniel Koch, TransGaming
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Shannon Woods, TransGaming
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Kenneth Russell, Google
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Vangelis Kokkevis, Google
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Gregg Tavares, Google
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Contributors to OES_depth_texture
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Contributors to OES_packed_depth_stencil
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Contact
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Shannon Woods, TransGaming (shannon 'dot' woods 'at' transgaming.com)
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Status
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Implemented in ANGLE.
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Version
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Last Modified Date: February 25, 2013
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Revision: #4
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Number
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TBD
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Dependencies
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OpenGL ES 2.0 is required.
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This extension is written against the OpenGL ES 2.0.25 specification
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OES_packed_depth_stencil affects the definition of this extension.
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EXT_texture_storage affects the definition of this extension.
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Overview
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This extension defines support for 2D depth and depth-stencil
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textures in an OpenGL ES implementation.
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This extension incorporates the depth texturing functionality of
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OES_depth_texture and OES_packed_depth_stencil, but does not
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provide the ability to load existing data via TexImage2D or
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TexSubImage2D. This extension also allows implementation
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variability in which components from a sampled depth texture
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contain the depth data. Depth textures created with this
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extension only support 1 level.
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New Procedures and Functions
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None
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New Tokens
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Accepted by the <format> parameter of TexImage2D and TexSubImage2D and
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<internalformat> parameter of TexImage2D:
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DEPTH_COMPONENT 0x1902
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DEPTH_STENCIL_OES 0x84F9
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Accepted by the <type> parameter of TexImage2D, TexSubImage2D:
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UNSIGNED_SHORT 0x1403
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UNSIGNED_INT 0x1405
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UNSIGNED_INT_24_8_OES 0x84FA
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Accepted by the <internalformat> parameter of TexStorage2DEXT:
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DEPTH_COMPONENT16 0x81A5
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DEPTH_COMPONENT32_OES 0x81A7
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DEPTH24_STENCIL8_OES 0x88F0
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Additions to Chapter 2 of the OpenGL ES 2.0 Specification (OpenGL Operation)
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Update Section 2.10.5 "Shader Execution" in the subsection titled
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"Texture Access" add a new paragraph before the last paragraph add
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this line:
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"The stencil index texture internal component is ignored if the base
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internal format is DEPTH_STENCIL_OES.
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If a vertex shader uses..."
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Additions to Chapter 3 of the OpenGL ES 2.0 specification (Rasterization)
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Add the following rows to Table 3.2 (page 62):
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type Parameter GL Data Type Special
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------------------------------------------------
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... ... ...
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UNSIGNED_SHORT ushort No
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UNSIGNED_INT uint No
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UNSIGNED_INT_24_8_OES uint Yes
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Add the following rows to Table 3.3 (page 62):
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Format Name Element Meaning and Order Target Buffer
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------------------------------------------------------------------
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... ... ...
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DEPTH_COMPONENT Depth Depth
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DEPTH_STENCIL_OES Depth and Stencil Index Depth and Stencil
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... ... ...
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Add a row to Table 3.5 "Packed pixel formats" (page 64):
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type Parameter GL Type Components Pixel Formats
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------------------------------------------------------------------
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... ... ... ...
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UNSIGNED_INT_24_8_OES uint 2 DEPTH_STENCIL_OES
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Add a new table after Table 3.6 (page 64):
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UNSIGNED_INT_24_8_OES
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31 30 29 28 27 26 ... 12 11 10 9 8 7 6 5 4 3 2 1 0
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+----------------------------------+---------------+
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| 1st Component | 2nd Component |
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+----------------------------------+---------------+
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Table 3.6.B: UNSIGNED_INT formats
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Add a row to Table 3.7 "Packed pixel field assignments" (page 65):
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Format | 1st 2nd 3rd 4th
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------------------+-------------------------------
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... | ... ... ... ...
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DEPTH_STENCIL_OES | depth stencil N/A N/A
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Add the following paragraph to the end of the section "Conversion to
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floating-point" (page 65):
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"For groups of components that contain both standard components and index
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elements, such as DEPTH_STENCIL_OES, the index elements are not converted."
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In section 3.7.1 "Texture Image Specification", update page 67 to
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say:
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"The selected groups are processed as described in section 3.6.2, stopping
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just before final conversion. Each R, G, B, A, or depth value so generated
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is clamped to [0, 1], while the stencil index values are masked by 2^n-1,
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where n is the number of stencil bits in the internal format resolution
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(see below).
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Components are then selected from the resulting R, G, B, A, depth, or
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stencil index values to obtain a texture with the base internal format
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specified by <internalformat>. Table 3.8 summarizes the mapping of R, G,
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B, A, depth, or stencil values to texture components, as a function of the
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base internal format of the texture image. <internalformat> may be
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specified as one of the internal format symbolic constants listed in
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table 3.8. Specifying a value for <internalformat> that is not one of the
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above values generates the error INVALID_VALUE. If <internalformat> does
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not match <format>, the error INVALID_OPERATION is generated.
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Textures with a base internal format of DEPTH_COMPONENT or
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DEPTH_STENCIL_OES are supported by texture image specification commands
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only if <target> is TEXTURE_2D. Using these formats in conjunction with
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any other <target> will result in an INVALID_OPERATION error.
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Textures with a base internal format of DEPTH_COMPONENT or
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DEPTH_STENCIL_OES only support one level of image data. Specifying a
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non-zero value for <level> will result in an INVALID_OPERATION error.
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Textures with a base internal format of DEPTH_COMPONENT or DEPTH_STENCIL_OES
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require either depth component data or depth/stencil component data.
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Textures with other base internal formats require RGBA component data. The
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error INVALID_OPERATION is generated if the base internal format is
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DEPTH_COMPONENT or DEPTH_STENCIL_OES and <format> is not DEPTH_COMPONENT or
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DEPTH_STENCIL_OES, or if the base internal format is not DEPTH_COMPONENT or
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DEPTH_STENCIL_OES and <format> is DEPTH_COMPONENT or DEPTH_STENCIL_OES.
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Textures with a base internal format of DEPTH_COMPONENT or
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DEPTH_STENCIL_OES do not support loading image data via the TexImage
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commands. They can only have their contents specified by rendering
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to them. The INVALID_OPERATION error is generated by the TexImage2D
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command if <data> is not NULL for such textures."
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Add a row to table 3.8 (page 68), and update the title of the
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second column:
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Base Internal Format RGBA, Depth and Stencil Values Internal Components
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-------------------------------------------------------------------------
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... ... ...
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DEPTH_COMPONENT Depth D
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DEPTH_STENCIL_OES Depth,Stencil D,S
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... ... ...
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Update the caption for table 3.8 (page 68)
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"Table 3.8: Conversion from RGBA, depth, and stencil pixel components to
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internal texture components. Texture components R, G, B, A, and L are
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converted back to RGBA colors during filtering as shown in table 3.12.
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Texture components D are converted to RGBA colors as described in
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section 3.7.8-1/2."
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Add the following to section 3.7.2 "Alternate Texture Image Specification
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Commands":
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"CopyTexImage2D and CopyTexSubImage2D generate the INVALID_OPERATION
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error if the base internal format of the destination texture is
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DEPTH_COMPONENT or DEPTH_STENCIL_OES.
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TexSubImage2D generates the INVALID_OPERATION error if the base internal
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format of the texture is DEPTH_COMPONENT or DEPTH_STENCIL_OES."
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Add a new section between sections 3.7.8 and 3.7.9:
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"3.7.8-1/2 Depth/Stencil Textures
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If the currently bound texture's base internal format is DEPTH_COMPONENT or
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DEPTH_STENCIL_OES, then the output of the texture unit is as described
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below. Otherwise, the texture unit operates in the normal manner.
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Let <D_t> be the depth texture value, provided by the shader's texture lookup
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function. Then the effective texture value is computed as follows:
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<Tau> = <D_t>
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If the texture image has a base internal format of DEPTH_STENCIL_OES, then
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the stencil index texture component is ignored. The texture value <Tau> does
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not include a stencil index component, but includes only the depth
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component.
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The resulting <Tau> is assigned to <R_t>. In some implementations, <Tau> is
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also assigned to <G_t>, <B_t>, or <A_t>. Thus in table 3.12, textures with
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depth component data behave as if their base internal format is RGBA, with
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values in <G_t>, <B_t>, and <A_t> being implementation dependent."
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Add the following to section 3.7.11 "Mipmap Generation":
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"If the level zero array contains depth or depth-stencil data, the
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error INVALID_OPERATION is generated."
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Insert a new paragraph after the first paragraph of the "Texture Access"
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subsection of section 3.8.2 on page 87, which says:
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"Texture lookups involving textures with depth component data generate
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a texture source color by using depth data directly, as described in
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section 3.7.8-1/2. The stencil texture internal component is ignored
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if the base internal format is DEPTH_STENCIL_OES."
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Additions to Chapter 4 of the OpenGL ES 2.0 specification (Per-Fragment
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Operations and the Framebuffer)
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In section 4.4.5 "Framebuffer Completeness", replace the the 3rd
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paragraph with the following text:
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"* An internal format is color-renderable if it is one of the formats
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from table 4.5 noted as color-renderable or if it is unsized format
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RGBA or RGB. No other formats, including compressed internal formats,
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are color-renderable.
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* An internal format is depth-renderable if it is one of the sized
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internal formats from table 4.5 noted as depth-renderable, if it
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is the unsized format DEPTH_COMPONENT or if it is the internal
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format value of DEPTH24_STENCIL8_OES. No other formats are
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depth-renderable.
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* An internal format is stencil-renderable if it is one of the sized
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internal formats from table 4.5 noted as stencil-renderable or if it
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is DEPTH24_STENCIL8_OES. No other formats are stencil-renderable."
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Additions to Chapter 5 of the OpenGL ES 2.0 Specification (Special
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Functions)
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None.
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Additions to Chapter 6 of the OpenGL ES 2.0 Specification (State and State
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Requests)
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None.
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Interactions with OES_packed_depth_stencil
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If OES_packed_depth_stencil is not supported, mentions of
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DEPTH_STENCIL_OES and UNSIGNED_INT_24_8_OES as a format/type combinations
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for TexImage2D and TexSubImage2D are omitted. Mentions of
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the internal format DEPTH24_STENCIL8_OES are also omitted.
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Interactions with EXT_texture_storage
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If EXT_texture_storage is supported the following internalformat
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to format/type mappings are used:
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<internalformat> <format> <type>
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---------------- -------- ------
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DEPTH_COMPONENT16 DEPTH_COMPONENT UNSIGNED_SHORT
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DEPTH_COMPONENT32_OES DEPTH_COMPONENT UNSIGNED_INT
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DEPTH24_STENCIL8_OES DEPTH_STENCIL_OES UNSIGNED_INT
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Textures with the above <internalformats> only support one level of
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image data. Specifying a value other than one for the <levels> parameter
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to TexStorage2DEXT will result in an INVALID_OPERATION error.
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If EXT_texture_storage is not supported, ignore any references
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to TexStorage2DEXT.
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Errors
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The error INVALID_OPERATION is generated by TexImage2D if <format> and
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<internalformat> are DEPTH_COMPONENT and <type> is not UNSIGNED_SHORT,
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or UNSIGNED_INT.
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The error INVALID_OPERATION is generated by TexSubImage2D if <format> is
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DEPTH_COMPONENT and <type> is not UNSIGNED_SHORT, or UNSIGNED_INT.
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The error INVALID_OPERATION is generated by TexImage2D if <format> and
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<internalformat> are not DEPTH_COMPONENT and <type> is UNSIGNED_SHORT,
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or UNSIGNED_INT.
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The error INVALID_OPERATION is generated by TexSubImage2D if <format> is
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not DEPTH_COMPONENT and <type> is UNSIGNED_SHORT, or UNSIGNED_INT.
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The error INVALID_OPERATION is generated by TexImage2D if <format> and
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<internalformat> are DEPTH_STENCIL_OES and <type> is not
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UNSIGNED_INT_24_8_OES.
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The error INVALID_OPERATION is generated by TexSubImage2D if <format>
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is DEPTH_STENCIL_OES and <type> is not UNSIGNED_INT_24_8_OES.
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The error INVALID_OPERATION is generated by TexImage2D if <format> and
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<internalformat> is not DEPTH_STENCIL_OES and <type> is
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UNSIGNED_INT_24_8_OES.
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The error INVALID_OPERATION is generated by TexSubImage2D if <format>
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is not DEPTH_STENCIL_OES and <type> is UNSIGNED_INT_24_8_OES.
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The error INVALID_OPERATION is generated in the following situations:
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- TexImage2D is called with <format> and <internalformat> of
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DEPTH_COMPONENT or DEPTH_STENCIL_OES and
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- <target> is not TEXTURE_2D,
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- <data> is not NULL, or
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- <level> is not zero.
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- TexSubImage2D is called with <format> of DEPTH_COMPONENT or
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DEPTH_STENCIL_OES.
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- TexStorage2DEXT is called with <internalformat> of DEPTH_COMPONENT16,
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DEPTH_COMPONENT32_OES, or DEPTH24_STENCIL8_OES, and
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- <target> is not TEXTURE_2D, or
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- <levels> is not one.
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- CopyTexImage2D is called with an <internalformat> that has a base
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internal format of DEPTH_COMPONENT or DEPTH_STENCIL_OES.
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- CopyTexSubImage2D is called with a target texture that has a base
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internal format of DEPTH_COMPONENT or DEPTH_STENCIL_OES.
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- GenerateMipmap is called on a texture that has a base internal format
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of DEPTH_COMPONENT or DEPTH_STENCIL_OES.
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New State
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None.
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Issues
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1) What are the differences between this extension and OES_depth_texture
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and OES_packed_depth_stencil?
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RESOLVED: This extension:
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- does not support loading pre-baked depth stencil data via
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TexImage2D or TexSubImage2D.
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- allows variability in the y-, z-, and w-components of the sample
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results from depth textures.
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- only supports one level textures.
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- explicitly lists the errors for unsupported functionality.
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Since these were not clearly specified in the OES_depth_texture
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extension there may be differences in error values between
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implementations of OES_depth_texture and ANGLE_depth_texture.
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This specification was also rebased to apply against the OpenGL ES 2.0
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specification instead of the OpenGL specification, making it more
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obvious what all the functionality changes are.
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2) Why does TexSubImage2D accept the new format/type combinations even
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though it does not actually support loading data?
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RESOLVED: This was done to be more consistent with the OES_depth_texture
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extension and to make it easier to add support for loading texture
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data if it is possible to support in the future.
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3) Why are only 1-level depth textures supported?
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RESOLVED: The only use for multiple levels of depth textures would
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be for fitlered texturing. However since it is not possible to
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render to non-zero-level texture levels in OpenGL ES 2.0, and since
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this extension forbids loading existing data and GenerateMipmap on
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depth textures, it is impossible to initialize or specify contents
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for non-zero levels of depth textures.
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Revision History
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02/25/2013 swoods revise to allow texture lookup to guarantee depth values
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only in red channel of sample result.
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06/04/2012 dgkoch fix errors, disallow multi-level depth textures.
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05/30/2012 dgkoch minor updates and add issues.
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05/23/2012 dgkoch intial revision based on OES_depth_texture and
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OES_packed_depth_stencil and rebased against the ES 2.0 spec
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