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//
// Copyright 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// TextureD3D.h: Implementations of the Texture interfaces shared betweeen the D3D backends.
#ifndef LIBGLESV2_RENDERER_TEXTURED3D_H_
#define LIBGLESV2_RENDERER_TEXTURED3D_H_
#include "libGLESv2/renderer/TextureImpl.h"
#include "libGLESv2/angletypes.h"
#include "libGLESv2/constants.h"
namespace gl
{
class Framebuffer;
}
namespace rx
{
class Image;
class ImageD3D;
class Renderer;
class RenderTarget;
class TextureStorage;
class TextureD3D : public TextureImpl
{
public:
TextureD3D(Renderer *renderer);
virtual ~TextureD3D();
static TextureD3D *makeTextureD3D(TextureImpl *texture);
virtual TextureStorage *getNativeTexture();
virtual void setUsage(GLenum usage) { mUsage = usage; }
bool hasDirtyImages() const { return mDirtyImages; }
void resetDirty() { mDirtyImages = false; }
GLint getBaseLevelWidth() const;
GLint getBaseLevelHeight() const;
GLint getBaseLevelDepth() const;
GLenum getBaseLevelInternalFormat() const;
bool isImmutable() const { return mImmutable; }
virtual RenderTarget *getRenderTarget(const gl::ImageIndex &index) = 0;
virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index) = 0;
protected:
void setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, Image *image);
bool subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels, const gl::ImageIndex &index);
void setCompressedImage(GLsizei imageSize, const void *pixels, Image *image);
bool subImageCompressed(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLsizei imageSize, const void *pixels, Image *image);
bool isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat);
bool fastUnpackPixels(const gl::PixelUnpackState &unpack, const void *pixels, const gl::Box &destArea,
GLenum sizedInternalFormat, GLenum type, RenderTarget *destRenderTarget);
GLint creationLevels(GLsizei width, GLsizei height, GLsizei depth) const;
int mipLevels() const;
Renderer *mRenderer;
GLenum mUsage;
bool mDirtyImages;
bool mImmutable;
private:
DISALLOW_COPY_AND_ASSIGN(TextureD3D);
virtual void initializeStorage(bool renderTarget) = 0;
virtual void updateStorage() = 0;
virtual TextureStorage *getBaseLevelStorage() = 0;
virtual const ImageD3D *getBaseLevelImage() const = 0;
};
class TextureD3D_2D : public TextureD3D
{
public:
TextureD3D_2D(Renderer *renderer);
virtual ~TextureD3D_2D();
virtual Image *getImage(int level, int layer) const;
virtual Image *getImage(const gl::ImageIndex &index) const;
virtual GLsizei getLayerCount(int level) const;
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLenum getInternalFormat(GLint level) const;
GLenum getActualFormat(GLint level) const;
bool isDepth(GLint level) const;
virtual void setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
virtual void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
virtual void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
virtual void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
virtual void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual void bindTexImage(egl::Surface *surface);
virtual void releaseTexImage();
virtual void generateMipmaps();
virtual RenderTarget *getRenderTarget(const gl::ImageIndex &index);
virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index);
private:
DISALLOW_COPY_AND_ASSIGN(TextureD3D_2D);
virtual void initializeStorage(bool renderTarget);
TextureStorage *createCompleteStorage(bool renderTarget) const;
void setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
virtual void updateStorage();
bool ensureRenderTarget();
virtual TextureStorage *getBaseLevelStorage();
virtual const ImageD3D *getBaseLevelImage() const;
bool isValidLevel(int level) const;
bool isLevelComplete(int level) const;
void updateStorageLevel(int level);
void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height);
void commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
TextureStorage *mTexStorage;
ImageD3D *mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
};
class TextureD3D_Cube : public TextureD3D
{
public:
TextureD3D_Cube(Renderer *renderer);
virtual ~TextureD3D_Cube();
virtual Image *getImage(int level, int layer) const;
virtual Image *getImage(const gl::ImageIndex &index) const;
virtual GLsizei getLayerCount(int level) const;
virtual bool hasDirtyImages() const { return mDirtyImages; }
virtual void resetDirty() { mDirtyImages = false; }
virtual void setUsage(GLenum usage) { mUsage = usage; }
GLenum getInternalFormat(GLint level, GLint layer) const;
bool isDepth(GLint level, GLint layer) const;
virtual void setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
virtual void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
virtual void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
virtual void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
virtual void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual void bindTexImage(egl::Surface *surface);
virtual void releaseTexImage();
virtual void generateMipmaps();
virtual RenderTarget *getRenderTarget(const gl::ImageIndex &index);
virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index);
private:
DISALLOW_COPY_AND_ASSIGN(TextureD3D_Cube);
virtual void initializeStorage(bool renderTarget);
TextureStorage *createCompleteStorage(bool renderTarget) const;
void setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
virtual void updateStorage();
bool ensureRenderTarget();
virtual TextureStorage *getBaseLevelStorage();
virtual const ImageD3D *getBaseLevelImage() const;
bool isValidFaceLevel(int faceIndex, int level) const;
bool isFaceLevelComplete(int faceIndex, int level) const;
bool isCubeComplete() const;
void updateStorageFaceLevel(int faceIndex, int level);
void redefineImage(int faceIndex, GLint level, GLenum internalformat, GLsizei width, GLsizei height);
void commitRect(int faceIndex, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
ImageD3D *mImageArray[6][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
TextureStorage *mTexStorage;
};
class TextureD3D_3D : public TextureD3D
{
public:
TextureD3D_3D(Renderer *renderer);
virtual ~TextureD3D_3D();
virtual Image *getImage(int level, int layer) const;
virtual Image *getImage(const gl::ImageIndex &index) const;
virtual GLsizei getLayerCount(int level) const;
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLsizei getDepth(GLint level) const;
GLenum getInternalFormat(GLint level) const;
bool isDepth(GLint level) const;
virtual void setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
virtual void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
virtual void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
virtual void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
virtual void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual void bindTexImage(egl::Surface *surface);
virtual void releaseTexImage();
virtual void generateMipmaps();
virtual RenderTarget *getRenderTarget(const gl::ImageIndex &index);
virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index);
private:
DISALLOW_COPY_AND_ASSIGN(TextureD3D_3D);
virtual void initializeStorage(bool renderTarget);
TextureStorage *createCompleteStorage(bool renderTarget) const;
void setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
virtual void updateStorage();
bool ensureRenderTarget();
virtual TextureStorage *getBaseLevelStorage();
virtual const ImageD3D *getBaseLevelImage() const;
bool isValidLevel(int level) const;
bool isLevelComplete(int level) const;
void updateStorageLevel(int level);
void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
void commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
ImageD3D *mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
TextureStorage *mTexStorage;
};
class TextureD3D_2DArray : public TextureD3D
{
public:
TextureD3D_2DArray(Renderer *renderer);
virtual ~TextureD3D_2DArray();
virtual Image *getImage(int level, int layer) const;
virtual Image *getImage(const gl::ImageIndex &index) const;
virtual GLsizei getLayerCount(int level) const;
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLsizei getLayers(GLint level) const;
GLenum getInternalFormat(GLint level) const;
bool isDepth(GLint level) const;
virtual void setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
virtual void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
virtual void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
virtual void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
virtual void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual void bindTexImage(egl::Surface *surface);
virtual void releaseTexImage();
virtual void generateMipmaps();
virtual RenderTarget *getRenderTarget(const gl::ImageIndex &index);
virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index);
private:
DISALLOW_COPY_AND_ASSIGN(TextureD3D_2DArray);
virtual void initializeStorage(bool renderTarget);
TextureStorage *createCompleteStorage(bool renderTarget) const;
void setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
virtual void updateStorage();
bool ensureRenderTarget();
virtual TextureStorage *getBaseLevelStorage();
virtual const ImageD3D *getBaseLevelImage() const;
bool isValidLevel(int level) const;
bool isLevelComplete(int level) const;
void updateStorageLevel(int level);
void deleteImages();
void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
void commitRect(GLint level, GLint xoffset, GLint yoffset, GLint layerTarget, GLsizei width, GLsizei height);
// Storing images as an array of single depth textures since D3D11 treats each array level of a
// Texture2D object as a separate subresource. Each layer would have to be looped over
// to update all the texture layers since they cannot all be updated at once and it makes the most
// sense for the Image class to not have to worry about layer subresource as well as mip subresources.
GLsizei mLayerCounts[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
ImageD3D **mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
TextureStorage *mTexStorage;
};
}
#endif // LIBGLESV2_RENDERER_TEXTURED3D_H_