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//
// Copyright (c) 2002-2013 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.
//
// Texture.h: Defines the abstract gl::Texture class and its concrete derived
// classes Texture2D and TextureCubeMap. Implements GL texture objects and
// related functionality. [OpenGL ES 2.0.24] section 3.7 page 63.
#ifndef LIBGLESV2_TEXTURE_H_
#define LIBGLESV2_TEXTURE_H_
#include <vector>
#include "angle_gl.h"
#include "common/debug.h"
#include "common/RefCountObject.h"
#include "libGLESv2/angletypes.h"
#include "libGLESv2/constants.h"
#include "libGLESv2/renderer/TextureImpl.h"
namespace egl
{
class Surface;
}
namespace rx
{
class TextureStorageInterface;
class RenderTarget;
class Image;
}
namespace gl
{
class Framebuffer;
class FramebufferAttachment;
class Texture : public RefCountObject
{
public:
Texture(GLuint id, GLenum target);
virtual ~Texture();
GLenum getTarget() const;
const SamplerState &getSamplerState() const { return mSamplerState; }
SamplerState &getSamplerState() { return mSamplerState; }
void getSamplerStateWithNativeOffset(SamplerState *sampler);
virtual void setUsage(GLenum usage);
GLenum getUsage() const;
GLint getBaseLevelWidth() const;
GLint getBaseLevelHeight() const;
GLint getBaseLevelDepth() const;
GLenum getBaseLevelInternalFormat() const;
bool isSamplerComplete(const SamplerState &samplerState) const;
rx::TextureStorageInterface *getNativeTexture();
virtual void generateMipmaps() = 0;
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source);
unsigned int getTextureSerial();
bool isImmutable() const;
int immutableLevelCount();
virtual rx::TextureImpl *getImplementation() = 0;
virtual const rx::TextureImpl *getImplementation() const = 0;
static const GLuint INCOMPLETE_TEXTURE_ID = static_cast<GLuint>(-1); // Every texture takes an id at creation time. The value is arbitrary because it is never registered with the resource manager.
protected:
int mipLevels() const;
SamplerState mSamplerState;
GLenum mUsage;
bool mImmutable;
GLenum mTarget;
private:
DISALLOW_COPY_AND_ASSIGN(Texture);
virtual const rx::Image *getBaseLevelImage() const = 0;
};
class Texture2D : public Texture
{
public:
Texture2D(rx::Texture2DImpl *impl, GLuint id);
~Texture2D();
virtual void setUsage(GLenum usage);
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLenum getInternalFormat(GLint level) const;
GLenum getActualFormat(GLint level) const;
bool isCompressed(GLint level) const;
bool isDepth(GLint level) const;
void setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels);
void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels);
void subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels);
void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels);
void copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source);
void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
virtual void bindTexImage(egl::Surface *surface);
virtual void releaseTexImage();
virtual void generateMipmaps();
unsigned int getRenderTargetSerial(GLint level);
virtual rx::TextureImpl *getImplementation() { return mTexture; }
virtual const rx::TextureImpl *getImplementation() const { return mTexture; }
protected:
friend class Texture2DAttachment;
rx::RenderTarget *getRenderTarget(GLint level);
rx::RenderTarget *getDepthSencil(GLint level);
private:
DISALLOW_COPY_AND_ASSIGN(Texture2D);
virtual const rx::Image *getBaseLevelImage() const;
void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height);
rx::Texture2DImpl *mTexture;
egl::Surface *mSurface;
};
class TextureCubeMap : public Texture
{
public:
TextureCubeMap(rx::TextureCubeImpl *impl, GLuint id);
~TextureCubeMap();
virtual void setUsage(GLenum usage);
GLsizei getWidth(GLenum target, GLint level) const;
GLsizei getHeight(GLenum target, GLint level) const;
GLenum getInternalFormat(GLenum target, GLint level) const;
GLenum getActualFormat(GLenum target, GLint level) const;
bool isCompressed(GLenum target, GLint level) const;
bool isDepth(GLenum target, GLint level) const;
void setImagePosX(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels);
void setImageNegX(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels);
void setImagePosY(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels);
void setImageNegY(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels);
void setImagePosZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels);
void setImageNegZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels);
void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels);
void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels);
void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels);
void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source);
void storage(GLsizei levels, GLenum internalformat, GLsizei size);
bool isCubeComplete() const;
virtual void generateMipmaps();
unsigned int getRenderTargetSerial(GLenum target, GLint level);
virtual rx::TextureImpl *getImplementation() { return mTexture; }
virtual const rx::TextureImpl *getImplementation() const { return mTexture; }
protected:
friend class TextureCubeMapAttachment;
rx::RenderTarget *getRenderTarget(GLenum target, GLint level);
rx::RenderTarget *getDepthStencil(GLenum target, GLint level);
private:
DISALLOW_COPY_AND_ASSIGN(TextureCubeMap);
virtual const rx::Image *getBaseLevelImage() const;
rx::TextureCubeImpl *mTexture;
};
class Texture3D : public Texture
{
public:
Texture3D(rx::Texture3DImpl *impl, GLuint id);
~Texture3D();
virtual void setUsage(GLenum usage);
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLsizei getDepth(GLint level) const;
GLenum getInternalFormat(GLint level) const;
GLenum getActualFormat(GLint level) const;
bool isCompressed(GLint level) const;
bool isDepth(GLint level) const;
void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels);
void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
void subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels);
void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual void generateMipmaps();
unsigned int getRenderTargetSerial(GLint level, GLint layer);
virtual rx::TextureImpl *getImplementation() { return mTexture; }
virtual const rx::TextureImpl *getImplementation() const { return mTexture; }
protected:
friend class Texture3DAttachment;
rx::RenderTarget *getRenderTarget(GLint level, GLint layer);
rx::RenderTarget *getDepthStencil(GLint level, GLint layer);
private:
DISALLOW_COPY_AND_ASSIGN(Texture3D);
virtual const rx::Image *getBaseLevelImage() const;
rx::Texture3DImpl *mTexture;
};
class Texture2DArray : public Texture
{
public:
Texture2DArray(rx::Texture2DArrayImpl *impl, GLuint id);
~Texture2DArray();
virtual void setUsage(GLenum usage);
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLsizei getLayers(GLint level) const;
GLenum getInternalFormat(GLint level) const;
GLenum getActualFormat(GLint level) const;
bool isCompressed(GLint level) const;
bool isDepth(GLint level) const;
void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels);
void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
void subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels);
void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual void generateMipmaps();
unsigned int getRenderTargetSerial(GLint level, GLint layer);
virtual rx::TextureImpl *getImplementation() { return mTexture; }
virtual const rx::TextureImpl *getImplementation() const { return mTexture; }
protected:
friend class Texture2DArrayAttachment;
rx::RenderTarget *getRenderTarget(GLint level, GLint layer);
rx::RenderTarget *getDepthStencil(GLint level, GLint layer);
private:
DISALLOW_COPY_AND_ASSIGN(Texture2DArray);
virtual const rx::Image *getBaseLevelImage() const;
rx::Texture2DArrayImpl *mTexture;
};
}
#endif // LIBGLESV2_TEXTURE_H_