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daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001//
daniel@transgaming.com2b5af7b2012-09-27 17:46:15 +00002// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Texture.cpp: Implements the gl::Texture class and its derived classes
8// Texture2D and TextureCubeMap. Implements GL texture objects and related
9// functionality. [OpenGL ES 2.0.24] section 3.7 page 63.
10
11#include "libGLESv2/Texture.h"
12
daniel@transgaming.com95a758f2012-07-12 15:17:06 +000013#include <algorithm>
daniel@transgaming.com95a758f2012-07-12 15:17:06 +000014
15#include "common/debug.h"
16
17#include "libEGL/Display.h"
18
19#include "libGLESv2/main.h"
20#include "libGLESv2/mathutil.h"
21#include "libGLESv2/utilities.h"
22#include "libGLESv2/Blit.h"
23#include "libGLESv2/Framebuffer.h"
24
25namespace gl
26{
daniel@transgaming.com95a758f2012-07-12 15:17:06 +000027
daniel@transgaming.com370482e2012-11-28 19:32:13 +000028Texture::Texture(rx::Renderer *renderer, GLuint id) : RefCountObject(id)
daniel@transgaming.com95a758f2012-07-12 15:17:06 +000029{
daniel@transgaming.com370482e2012-11-28 19:32:13 +000030 mRenderer = renderer;
31
daniel@transgaming.comebf139f2012-10-31 18:07:32 +000032 mSamplerState.minFilter = GL_NEAREST_MIPMAP_LINEAR;
33 mSamplerState.magFilter = GL_LINEAR;
34 mSamplerState.wrapS = GL_REPEAT;
35 mSamplerState.wrapT = GL_REPEAT;
36 mSamplerState.maxAnisotropy = 1.0f;
37 mSamplerState.lodOffset = 0;
daniel@transgaming.com95a758f2012-07-12 15:17:06 +000038 mDirtyParameters = true;
39 mUsage = GL_NONE;
40
41 mDirtyImages = true;
42
43 mImmutable = false;
44}
45
46Texture::~Texture()
47{
48}
49
50// Returns true on successful filter state update (valid enum parameter)
51bool Texture::setMinFilter(GLenum filter)
52{
53 switch (filter)
54 {
55 case GL_NEAREST:
56 case GL_LINEAR:
57 case GL_NEAREST_MIPMAP_NEAREST:
58 case GL_LINEAR_MIPMAP_NEAREST:
59 case GL_NEAREST_MIPMAP_LINEAR:
60 case GL_LINEAR_MIPMAP_LINEAR:
61 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +000062 if (mSamplerState.minFilter != filter)
daniel@transgaming.com95a758f2012-07-12 15:17:06 +000063 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +000064 mSamplerState.minFilter = filter;
daniel@transgaming.com95a758f2012-07-12 15:17:06 +000065 mDirtyParameters = true;
66 }
67 return true;
68 }
69 default:
70 return false;
71 }
72}
73
74// Returns true on successful filter state update (valid enum parameter)
75bool Texture::setMagFilter(GLenum filter)
76{
77 switch (filter)
78 {
79 case GL_NEAREST:
80 case GL_LINEAR:
81 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +000082 if (mSamplerState.magFilter != filter)
daniel@transgaming.com95a758f2012-07-12 15:17:06 +000083 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +000084 mSamplerState.magFilter = filter;
daniel@transgaming.com95a758f2012-07-12 15:17:06 +000085 mDirtyParameters = true;
86 }
87 return true;
88 }
89 default:
90 return false;
91 }
92}
93
94// Returns true on successful wrap state update (valid enum parameter)
95bool Texture::setWrapS(GLenum wrap)
96{
97 switch (wrap)
98 {
99 case GL_REPEAT:
100 case GL_CLAMP_TO_EDGE:
101 case GL_MIRRORED_REPEAT:
102 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +0000103 if (mSamplerState.wrapS != wrap)
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000104 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +0000105 mSamplerState.wrapS = wrap;
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000106 mDirtyParameters = true;
107 }
108 return true;
109 }
110 default:
111 return false;
112 }
113}
114
115// Returns true on successful wrap state update (valid enum parameter)
116bool Texture::setWrapT(GLenum wrap)
117{
118 switch (wrap)
119 {
120 case GL_REPEAT:
121 case GL_CLAMP_TO_EDGE:
122 case GL_MIRRORED_REPEAT:
123 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +0000124 if (mSamplerState.wrapT != wrap)
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000125 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +0000126 mSamplerState.wrapT = wrap;
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000127 mDirtyParameters = true;
128 }
129 return true;
130 }
131 default:
132 return false;
133 }
134}
135
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000136// Returns true on successful max anisotropy update (valid anisotropy value)
137bool Texture::setMaxAnisotropy(float textureMaxAnisotropy, float contextMaxAnisotropy)
138{
139 textureMaxAnisotropy = std::min(textureMaxAnisotropy, contextMaxAnisotropy);
140 if (textureMaxAnisotropy < 1.0f)
141 {
142 return false;
143 }
daniel@transgaming.comebf139f2012-10-31 18:07:32 +0000144 if (mSamplerState.maxAnisotropy != textureMaxAnisotropy)
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000145 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +0000146 mSamplerState.maxAnisotropy = textureMaxAnisotropy;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000147 mDirtyParameters = true;
148 }
149 return true;
150}
151
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000152// Returns true on successful usage state update (valid enum parameter)
153bool Texture::setUsage(GLenum usage)
154{
155 switch (usage)
156 {
157 case GL_NONE:
158 case GL_FRAMEBUFFER_ATTACHMENT_ANGLE:
159 mUsage = usage;
160 return true;
161 default:
162 return false;
163 }
164}
165
166GLenum Texture::getMinFilter() const
167{
daniel@transgaming.comebf139f2012-10-31 18:07:32 +0000168 return mSamplerState.minFilter;
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000169}
170
171GLenum Texture::getMagFilter() const
172{
daniel@transgaming.comebf139f2012-10-31 18:07:32 +0000173 return mSamplerState.magFilter;
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000174}
175
176GLenum Texture::getWrapS() const
177{
daniel@transgaming.comebf139f2012-10-31 18:07:32 +0000178 return mSamplerState.wrapS;
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000179}
180
181GLenum Texture::getWrapT() const
182{
daniel@transgaming.comebf139f2012-10-31 18:07:32 +0000183 return mSamplerState.wrapT;
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000184}
185
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000186float Texture::getMaxAnisotropy() const
187{
daniel@transgaming.comebf139f2012-10-31 18:07:32 +0000188 return mSamplerState.maxAnisotropy;
189}
190
191int Texture::getLodOffset()
192{
193 TextureStorage *texture = getStorage(false);
194 return texture ? texture->getLodOffset() : 0;
195}
196
197void Texture::getSamplerState(SamplerState *sampler)
198{
199 *sampler = mSamplerState;
200 sampler->lodOffset = getLodOffset();
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000201}
202
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000203GLenum Texture::getUsage() const
204{
205 return mUsage;
206}
207
daniel@transgaming.comca9a3c82012-10-26 18:55:07 +0000208bool Texture::isMipmapFiltered() const
209{
daniel@transgaming.comebf139f2012-10-31 18:07:32 +0000210 switch (mSamplerState.minFilter)
daniel@transgaming.comca9a3c82012-10-26 18:55:07 +0000211 {
212 case GL_NEAREST:
213 case GL_LINEAR:
214 return false;
215 case GL_NEAREST_MIPMAP_NEAREST:
216 case GL_LINEAR_MIPMAP_NEAREST:
217 case GL_NEAREST_MIPMAP_LINEAR:
218 case GL_LINEAR_MIPMAP_LINEAR:
219 return true;
220 default: UNREACHABLE();
221 return false;
222 }
223}
224
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000225void Texture::setImage(GLint unpackAlignment, const void *pixels, Image *image)
226{
227 if (pixels != NULL)
228 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000229 image->loadData(0, 0, image->getWidth(), image->getHeight(), unpackAlignment, pixels);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000230 mDirtyImages = true;
231 }
232}
233
234void Texture::setCompressedImage(GLsizei imageSize, const void *pixels, Image *image)
235{
236 if (pixels != NULL)
237 {
238 image->loadCompressedData(0, 0, image->getWidth(), image->getHeight(), pixels);
239 mDirtyImages = true;
240 }
241}
242
243bool Texture::subImage(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *image)
244{
245 if (pixels != NULL)
246 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000247 image->loadData(xoffset, yoffset, width, height, unpackAlignment, pixels);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000248 mDirtyImages = true;
249 }
250
251 return true;
252}
253
254bool Texture::subImageCompressed(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels, Image *image)
255{
256 if (pixels != NULL)
257 {
258 image->loadCompressedData(xoffset, yoffset, width, height, pixels);
259 mDirtyImages = true;
260 }
261
262 return true;
263}
264
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000265TextureStorage *Texture::getNativeTexture()
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000266{
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000267 // ensure the underlying texture is created
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000268
269 TextureStorage *storage = getStorage(false);
270 if (storage)
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000271 {
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000272 updateTexture();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000273 }
274
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000275 return storage;
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000276}
277
278bool Texture::hasDirtyParameters() const
279{
280 return mDirtyParameters;
281}
282
283bool Texture::hasDirtyImages() const
284{
285 return mDirtyImages;
286}
287
288void Texture::resetDirty()
289{
290 mDirtyParameters = false;
291 mDirtyImages = false;
292}
293
294unsigned int Texture::getTextureSerial()
295{
296 TextureStorage *texture = getStorage(false);
297 return texture ? texture->getTextureSerial() : 0;
298}
299
300unsigned int Texture::getRenderTargetSerial(GLenum target)
301{
302 TextureStorage *texture = getStorage(true);
303 return texture ? texture->getRenderTargetSerial(target) : 0;
304}
305
306bool Texture::isImmutable() const
307{
308 return mImmutable;
309}
310
311GLint Texture::creationLevels(GLsizei width, GLsizei height) const
312{
313 if ((isPow2(width) && isPow2(height)) || getContext()->supportsNonPower2Texture())
314 {
315 return 0; // Maximum number of levels
316 }
317 else
318 {
319 // OpenGL ES 2.0 without GL_OES_texture_npot does not permit NPOT mipmaps.
320 return 1;
321 }
322}
323
324GLint Texture::creationLevels(GLsizei size) const
325{
326 return creationLevels(size, size);
327}
328
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000329Blit *Texture::getBlitter()
330{
331 Context *context = getContext();
332 return context->getBlitter();
333}
334
daniel@transgaming.com370482e2012-11-28 19:32:13 +0000335Texture2D::Texture2D(rx::Renderer *renderer, GLuint id) : Texture(renderer, id)
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000336{
337 mTexStorage = NULL;
338 mSurface = NULL;
339 mColorbufferProxy = NULL;
340 mProxyRefs = 0;
341}
342
343Texture2D::~Texture2D()
344{
345 mColorbufferProxy = NULL;
346
347 delete mTexStorage;
348 mTexStorage = NULL;
349
350 if (mSurface)
351 {
352 mSurface->setBoundTexture(NULL);
353 mSurface = NULL;
354 }
355}
356
357// We need to maintain a count of references to renderbuffers acting as
358// proxies for this texture, so that we do not attempt to use a pointer
359// to a renderbuffer proxy which has been deleted.
360void Texture2D::addProxyRef(const Renderbuffer *proxy)
361{
362 mProxyRefs++;
363}
364
365void Texture2D::releaseProxy(const Renderbuffer *proxy)
366{
367 if (mProxyRefs > 0)
368 mProxyRefs--;
369
370 if (mProxyRefs == 0)
371 mColorbufferProxy = NULL;
372}
373
374GLenum Texture2D::getTarget() const
375{
376 return GL_TEXTURE_2D;
377}
378
379GLsizei Texture2D::getWidth(GLint level) const
380{
381 if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
382 return mImageArray[level].getWidth();
383 else
384 return 0;
385}
386
387GLsizei Texture2D::getHeight(GLint level) const
388{
389 if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
390 return mImageArray[level].getHeight();
391 else
392 return 0;
393}
394
395GLenum Texture2D::getInternalFormat(GLint level) const
396{
397 if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000398 return mImageArray[level].getInternalFormat();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000399 else
400 return GL_NONE;
401}
402
daniel@transgaming.com20d36662012-10-31 19:51:43 +0000403GLenum Texture2D::getActualFormat(GLint level) const
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000404{
405 if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
daniel@transgaming.com20d36662012-10-31 19:51:43 +0000406 return mImageArray[level].getActualFormat();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000407 else
408 return D3DFMT_UNKNOWN;
409}
410
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000411void Texture2D::redefineImage(GLint level, GLint internalformat, GLsizei width, GLsizei height)
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000412{
413 releaseTexImage();
414
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000415 bool redefined = mImageArray[level].redefine(internalformat, width, height, false);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000416
417 if (mTexStorage && redefined)
418 {
419 for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
420 {
421 mImageArray[i].markDirty();
422 }
423
424 delete mTexStorage;
425 mTexStorage = NULL;
426 mDirtyImages = true;
427 }
428}
429
430void Texture2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
431{
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000432 GLint internalformat = ConvertSizedInternalFormat(format, type);
433 redefineImage(level, internalformat, width, height);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000434
435 Texture::setImage(unpackAlignment, pixels, &mImageArray[level]);
436}
437
438void Texture2D::bindTexImage(egl::Surface *surface)
439{
440 releaseTexImage();
441
daniel@transgaming.com106e1f72012-10-31 18:38:36 +0000442 GLint internalformat = surface->getFormat();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000443
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000444 mImageArray[0].redefine(internalformat, surface->getWidth(), surface->getHeight(), true);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000445
446 delete mTexStorage;
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +0000447 rx::SwapChain *swapchain = surface->getSwapChain(); // D3D9_REPLACE
daniel@transgaming.com70062c92012-11-28 19:32:30 +0000448 mTexStorage = new TextureStorage2D(mRenderer, swapchain);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000449
450 mDirtyImages = true;
451 mSurface = surface;
452 mSurface->setBoundTexture(this);
453}
454
455void Texture2D::releaseTexImage()
456{
457 if (mSurface)
458 {
459 mSurface->setBoundTexture(NULL);
460 mSurface = NULL;
461
462 if (mTexStorage)
463 {
464 delete mTexStorage;
465 mTexStorage = NULL;
466 }
467
468 for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
469 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000470 mImageArray[i].redefine(GL_RGBA8_OES, 0, 0, true);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000471 }
472 }
473}
474
475void Texture2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
476{
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000477 // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
478 redefineImage(level, format, width, height);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000479
480 Texture::setCompressedImage(imageSize, pixels, &mImageArray[level]);
481}
482
483void Texture2D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
484{
485 ASSERT(mImageArray[level].getSurface() != NULL);
486
487 if (level < levelCount())
488 {
daniel@transgaming.com0f195ad2012-10-31 19:51:59 +0000489 Image *image = &mImageArray[level];
490 if (image->updateSurface(mTexStorage, level, xoffset, yoffset, width, height))
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000491 {
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000492 image->markClean();
493 }
494 }
495}
496
497void Texture2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
498{
499 if (Texture::subImage(xoffset, yoffset, width, height, format, type, unpackAlignment, pixels, &mImageArray[level]))
500 {
501 commitRect(level, xoffset, yoffset, width, height);
502 }
503}
504
505void Texture2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
506{
507 if (Texture::subImageCompressed(xoffset, yoffset, width, height, format, imageSize, pixels, &mImageArray[level]))
508 {
509 commitRect(level, xoffset, yoffset, width, height);
510 }
511}
512
513void Texture2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
514{
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000515 GLint internalformat = ConvertSizedInternalFormat(format, GL_UNSIGNED_BYTE);
516 redefineImage(level, internalformat, width, height);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000517
518 if (!mImageArray[level].isRenderableFormat())
519 {
daniel@transgaming.com3cef5392012-10-31 19:52:15 +0000520 mImageArray[level].copy(0, 0, x, y, width, height, source);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000521 mDirtyImages = true;
522 }
523 else
524 {
525 if (!mTexStorage || !mTexStorage->isRenderTarget())
526 {
527 convertToRenderTarget();
528 }
529
530 mImageArray[level].markClean();
531
532 if (width != 0 && height != 0 && level < levelCount())
533 {
534 RECT sourceRect;
535 sourceRect.left = x;
536 sourceRect.right = x + width;
537 sourceRect.top = y;
538 sourceRect.bottom = y + height;
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000539
daniel@transgaming.com3cef5392012-10-31 19:52:15 +0000540 getBlitter()->copy(source, sourceRect, format, 0, 0, mTexStorage, level);
541
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000542 }
543 }
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000544}
545
546void Texture2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
547{
548 if (xoffset + width > mImageArray[level].getWidth() || yoffset + height > mImageArray[level].getHeight())
549 {
550 return error(GL_INVALID_VALUE);
551 }
552
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000553 if (!mImageArray[level].isRenderableFormat() || (!mTexStorage && !isSamplerComplete()))
554 {
daniel@transgaming.com3cef5392012-10-31 19:52:15 +0000555 mImageArray[level].copy(xoffset, yoffset, x, y, width, height, source);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000556 mDirtyImages = true;
557 }
558 else
559 {
560 if (!mTexStorage || !mTexStorage->isRenderTarget())
561 {
562 convertToRenderTarget();
563 }
564
565 updateTexture();
566
567 if (level < levelCount())
568 {
569 RECT sourceRect;
570 sourceRect.left = x;
571 sourceRect.right = x + width;
572 sourceRect.top = y;
573 sourceRect.bottom = y + height;
574
daniel@transgaming.com3cef5392012-10-31 19:52:15 +0000575 getBlitter()->copy(source, sourceRect,
576 gl::ExtractFormat(mImageArray[0].getInternalFormat()),
577 xoffset, yoffset, mTexStorage, level);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000578 }
579 }
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000580}
581
582void Texture2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
583{
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000584 delete mTexStorage;
daniel@transgaming.com70062c92012-11-28 19:32:30 +0000585 mTexStorage = new TextureStorage2D(mRenderer, levels, internalformat, mUsage, false, width, height);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000586 mImmutable = true;
587
588 for (int level = 0; level < levels; level++)
589 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000590 mImageArray[level].redefine(internalformat, width, height, true);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000591 width = std::max(1, width >> 1);
592 height = std::max(1, height >> 1);
593 }
594
595 for (int level = levels; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
596 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000597 mImageArray[level].redefine(GL_NONE, 0, 0, true);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000598 }
599
600 if (mTexStorage->isManaged())
601 {
602 int levels = levelCount();
603
604 for (int level = 0; level < levels; level++)
605 {
daniel@transgaming.com0f195ad2012-10-31 19:51:59 +0000606 mImageArray[level].setManagedSurface(mTexStorage, level);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000607 }
608 }
609}
610
611// Tests for 2D texture sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 85.
612bool Texture2D::isSamplerComplete() const
613{
614 GLsizei width = mImageArray[0].getWidth();
615 GLsizei height = mImageArray[0].getHeight();
616
617 if (width <= 0 || height <= 0)
618 {
619 return false;
620 }
621
daniel@transgaming.comca9a3c82012-10-26 18:55:07 +0000622 bool mipmapping = isMipmapFiltered();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000623
daniel@transgaming.com6b1a0a02012-10-17 18:22:47 +0000624 if ((IsFloat32Format(getInternalFormat(0)) && !getContext()->supportsFloat32LinearFilter()) ||
625 (IsFloat16Format(getInternalFormat(0)) && !getContext()->supportsFloat16LinearFilter()))
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000626 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +0000627 if (mSamplerState.magFilter != GL_NEAREST ||
628 (mSamplerState.minFilter != GL_NEAREST && mSamplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000629 {
630 return false;
631 }
632 }
633
634 bool npotSupport = getContext()->supportsNonPower2Texture();
635
636 if (!npotSupport)
637 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +0000638 if ((mSamplerState.wrapS != GL_CLAMP_TO_EDGE && !isPow2(width)) ||
639 (mSamplerState.wrapT != GL_CLAMP_TO_EDGE && !isPow2(height)))
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000640 {
641 return false;
642 }
643 }
644
645 if (mipmapping)
646 {
647 if (!npotSupport)
648 {
649 if (!isPow2(width) || !isPow2(height))
650 {
651 return false;
652 }
653 }
654
655 if (!isMipmapComplete())
656 {
657 return false;
658 }
659 }
660
661 return true;
662}
663
664// Tests for 2D texture (mipmap) completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
665bool Texture2D::isMipmapComplete() const
666{
667 if (isImmutable())
668 {
669 return true;
670 }
671
672 GLsizei width = mImageArray[0].getWidth();
673 GLsizei height = mImageArray[0].getHeight();
674
675 if (width <= 0 || height <= 0)
676 {
677 return false;
678 }
679
680 int q = log2(std::max(width, height));
681
682 for (int level = 1; level <= q; level++)
683 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000684 if (mImageArray[level].getInternalFormat() != mImageArray[0].getInternalFormat())
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000685 {
686 return false;
687 }
688
689 if (mImageArray[level].getWidth() != std::max(1, width >> level))
690 {
691 return false;
692 }
693
694 if (mImageArray[level].getHeight() != std::max(1, height >> level))
695 {
696 return false;
697 }
698 }
699
700 return true;
701}
702
703bool Texture2D::isCompressed(GLint level) const
704{
705 return IsCompressed(getInternalFormat(level));
706}
707
708bool Texture2D::isDepth(GLint level) const
709{
710 return IsDepthTexture(getInternalFormat(level));
711}
712
daniel@transgaming.comf032cb82012-10-31 19:51:52 +0000713// Constructs a native texture resource from the texture images
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000714void Texture2D::createTexture()
715{
716 GLsizei width = mImageArray[0].getWidth();
717 GLsizei height = mImageArray[0].getHeight();
daniel@transgaming.come6a09842012-09-17 21:28:55 +0000718
719 if (!(width > 0 && height > 0))
daniel@transgaming.comf032cb82012-10-31 19:51:52 +0000720 return; // do not attempt to create native textures for nonexistant data
daniel@transgaming.come6a09842012-09-17 21:28:55 +0000721
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000722 GLint levels = creationLevels(width, height);
daniel@transgaming.comf032cb82012-10-31 19:51:52 +0000723 GLenum internalformat = mImageArray[0].getInternalFormat();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000724
725 delete mTexStorage;
daniel@transgaming.com70062c92012-11-28 19:32:30 +0000726 mTexStorage = new TextureStorage2D(mRenderer, levels, internalformat, mUsage, false, width, height);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000727
728 if (mTexStorage->isManaged())
729 {
730 int levels = levelCount();
731
732 for (int level = 0; level < levels; level++)
733 {
daniel@transgaming.com0f195ad2012-10-31 19:51:59 +0000734 mImageArray[level].setManagedSurface(mTexStorage, level);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000735 }
736 }
737
738 mDirtyImages = true;
739}
740
741void Texture2D::updateTexture()
742{
daniel@transgaming.comca9a3c82012-10-26 18:55:07 +0000743 bool mipmapping = (isMipmapFiltered() && isMipmapComplete());
744
745 int levels = (mipmapping ? levelCount() : 1);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000746
747 for (int level = 0; level < levels; level++)
748 {
749 Image *image = &mImageArray[level];
750
751 if (image->isDirty())
752 {
753 commitRect(level, 0, 0, mImageArray[level].getWidth(), mImageArray[level].getHeight());
754 }
755 }
756}
757
758void Texture2D::convertToRenderTarget()
759{
760 TextureStorage2D *newTexStorage = NULL;
761
762 if (mImageArray[0].getWidth() != 0 && mImageArray[0].getHeight() != 0)
763 {
764 GLsizei width = mImageArray[0].getWidth();
765 GLsizei height = mImageArray[0].getHeight();
766 GLint levels = creationLevels(width, height);
daniel@transgaming.comf032cb82012-10-31 19:51:52 +0000767 GLenum internalformat = mImageArray[0].getInternalFormat();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000768
daniel@transgaming.com70062c92012-11-28 19:32:30 +0000769 newTexStorage = new TextureStorage2D(mRenderer, levels, internalformat, GL_FRAMEBUFFER_ATTACHMENT_ANGLE, true, width, height);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000770
771 if (mTexStorage != NULL)
772 {
daniel@transgaming.com690d8ae2012-10-31 19:52:08 +0000773 if (!TextureStorage2D::copyToRenderTarget(newTexStorage, mTexStorage))
774 {
775 delete newTexStorage;
776 return error(GL_OUT_OF_MEMORY);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000777 }
778 }
779 }
780
781 delete mTexStorage;
782 mTexStorage = newTexStorage;
783
784 mDirtyImages = true;
785}
786
787void Texture2D::generateMipmaps()
788{
789 if (!getContext()->supportsNonPower2Texture())
790 {
791 if (!isPow2(mImageArray[0].getWidth()) || !isPow2(mImageArray[0].getHeight()))
792 {
793 return error(GL_INVALID_OPERATION);
794 }
795 }
796
797 // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
798 unsigned int q = log2(std::max(mImageArray[0].getWidth(), mImageArray[0].getHeight()));
799 for (unsigned int i = 1; i <= q; i++)
800 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000801 redefineImage(i, mImageArray[0].getInternalFormat(),
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000802 std::max(mImageArray[0].getWidth() >> i, 1),
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000803 std::max(mImageArray[0].getHeight() >> i, 1));
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000804 }
805
806 if (mTexStorage && mTexStorage->isRenderTarget())
807 {
808 for (unsigned int i = 1; i <= q; i++)
809 {
daniel@transgaming.com0ad830b2012-10-31 19:52:12 +0000810 mTexStorage->generateMipmap(i);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000811
812 mImageArray[i].markClean();
813 }
814 }
815 else
816 {
817 for (unsigned int i = 1; i <= q; i++)
818 {
daniel@transgaming.com0ad830b2012-10-31 19:52:12 +0000819 Image::GenerateMipmap(&mImageArray[i], &mImageArray[i - 1]);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000820 }
821 }
822}
823
824Renderbuffer *Texture2D::getRenderbuffer(GLenum target)
825{
826 if (target != GL_TEXTURE_2D)
827 {
828 return error(GL_INVALID_OPERATION, (Renderbuffer *)NULL);
829 }
830
831 if (mColorbufferProxy == NULL)
832 {
daniel@transgaming.com70062c92012-11-28 19:32:30 +0000833 mColorbufferProxy = new Renderbuffer(mRenderer, id(), new RenderbufferTexture2D(this, target));
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000834 }
835
836 return mColorbufferProxy;
837}
838
839// Increments refcount on surface.
840// caller must Release() the returned surface
841IDirect3DSurface9 *Texture2D::getRenderTarget(GLenum target)
842{
843 ASSERT(target == GL_TEXTURE_2D);
844
845 // ensure the underlying texture is created
846 if (getStorage(true) == NULL)
847 {
848 return NULL;
849 }
850
851 updateTexture();
852
853 // ensure this is NOT a depth texture
854 if (isDepth(0))
855 {
856 return NULL;
857 }
daniel@transgaming.com2b5af7b2012-09-27 17:46:15 +0000858 return mTexStorage->getSurfaceLevel(0, false);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000859}
860
861// Increments refcount on surface.
862// caller must Release() the returned surface
863IDirect3DSurface9 *Texture2D::getDepthStencil(GLenum target)
864{
865 ASSERT(target == GL_TEXTURE_2D);
866
867 // ensure the underlying texture is created
868 if (getStorage(true) == NULL)
869 {
870 return NULL;
871 }
872
873 updateTexture();
874
875 // ensure this is actually a depth texture
876 if (!isDepth(0))
877 {
878 return NULL;
879 }
daniel@transgaming.com2b5af7b2012-09-27 17:46:15 +0000880 return mTexStorage->getSurfaceLevel(0, false);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000881}
882
daniel@transgaming.com690d8ae2012-10-31 19:52:08 +0000883int Texture2D::levelCount()
884{
885 return mTexStorage ? mTexStorage->levelCount() - getLodOffset() : 0;
886}
887
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000888TextureStorage *Texture2D::getStorage(bool renderTarget)
889{
890 if (!mTexStorage || (renderTarget && !mTexStorage->isRenderTarget()))
891 {
892 if (renderTarget)
893 {
894 convertToRenderTarget();
895 }
896 else
897 {
898 createTexture();
899 }
900 }
901
902 return mTexStorage;
903}
904
daniel@transgaming.com370482e2012-11-28 19:32:13 +0000905TextureCubeMap::TextureCubeMap(rx::Renderer *renderer, GLuint id) : Texture(renderer, id)
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000906{
907 mTexStorage = NULL;
908 for (int i = 0; i < 6; i++)
909 {
910 mFaceProxies[i] = NULL;
911 mFaceProxyRefs[i] = 0;
912 }
913}
914
915TextureCubeMap::~TextureCubeMap()
916{
917 for (int i = 0; i < 6; i++)
918 {
919 mFaceProxies[i] = NULL;
920 }
921
922 delete mTexStorage;
923 mTexStorage = NULL;
924}
925
926// We need to maintain a count of references to renderbuffers acting as
927// proxies for this texture, so that the texture is not deleted while
928// proxy references still exist. If the reference count drops to zero,
929// we set our proxy pointer NULL, so that a new attempt at referencing
930// will cause recreation.
931void TextureCubeMap::addProxyRef(const Renderbuffer *proxy)
932{
933 for (int i = 0; i < 6; i++)
934 {
935 if (mFaceProxies[i] == proxy)
936 mFaceProxyRefs[i]++;
937 }
938}
939
940void TextureCubeMap::releaseProxy(const Renderbuffer *proxy)
941{
942 for (int i = 0; i < 6; i++)
943 {
944 if (mFaceProxies[i] == proxy)
945 {
946 if (mFaceProxyRefs[i] > 0)
947 mFaceProxyRefs[i]--;
948
949 if (mFaceProxyRefs[i] == 0)
950 mFaceProxies[i] = NULL;
951 }
952 }
953}
954
955GLenum TextureCubeMap::getTarget() const
956{
957 return GL_TEXTURE_CUBE_MAP;
958}
959
960GLsizei TextureCubeMap::getWidth(GLenum target, GLint level) const
961{
962 if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
963 return mImageArray[faceIndex(target)][level].getWidth();
964 else
965 return 0;
966}
967
968GLsizei TextureCubeMap::getHeight(GLenum target, GLint level) const
969{
970 if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
971 return mImageArray[faceIndex(target)][level].getHeight();
972 else
973 return 0;
974}
975
976GLenum TextureCubeMap::getInternalFormat(GLenum target, GLint level) const
977{
978 if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000979 return mImageArray[faceIndex(target)][level].getInternalFormat();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000980 else
981 return GL_NONE;
982}
983
daniel@transgaming.com20d36662012-10-31 19:51:43 +0000984GLenum TextureCubeMap::getActualFormat(GLenum target, GLint level) const
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000985{
986 if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
daniel@transgaming.com20d36662012-10-31 19:51:43 +0000987 return mImageArray[faceIndex(target)][level].getActualFormat();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000988 else
989 return D3DFMT_UNKNOWN;
990}
991
992void TextureCubeMap::setImagePosX(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
993{
994 setImage(0, level, width, height, format, type, unpackAlignment, pixels);
995}
996
997void TextureCubeMap::setImageNegX(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
998{
999 setImage(1, level, width, height, format, type, unpackAlignment, pixels);
1000}
1001
1002void TextureCubeMap::setImagePosY(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
1003{
1004 setImage(2, level, width, height, format, type, unpackAlignment, pixels);
1005}
1006
1007void TextureCubeMap::setImageNegY(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
1008{
1009 setImage(3, level, width, height, format, type, unpackAlignment, pixels);
1010}
1011
1012void TextureCubeMap::setImagePosZ(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
1013{
1014 setImage(4, level, width, height, format, type, unpackAlignment, pixels);
1015}
1016
1017void TextureCubeMap::setImageNegZ(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
1018{
1019 setImage(5, level, width, height, format, type, unpackAlignment, pixels);
1020}
1021
1022void TextureCubeMap::setCompressedImage(GLenum face, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
1023{
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001024 // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
1025 redefineImage(faceIndex(face), level, format, width, height);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001026
1027 Texture::setCompressedImage(imageSize, pixels, &mImageArray[faceIndex(face)][level]);
1028}
1029
1030void TextureCubeMap::commitRect(int face, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
1031{
1032 ASSERT(mImageArray[face][level].getSurface() != NULL);
1033
1034 if (level < levelCount())
1035 {
daniel@transgaming.com0f195ad2012-10-31 19:51:59 +00001036 Image *image = &mImageArray[face][level];
1037 if (image->updateSurface(mTexStorage, face, level, xoffset, yoffset, width, height))
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001038 image->markClean();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001039 }
1040}
1041
1042void TextureCubeMap::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
1043{
1044 if (Texture::subImage(xoffset, yoffset, width, height, format, type, unpackAlignment, pixels, &mImageArray[faceIndex(target)][level]))
1045 {
1046 commitRect(faceIndex(target), level, xoffset, yoffset, width, height);
1047 }
1048}
1049
1050void TextureCubeMap::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
1051{
1052 if (Texture::subImageCompressed(xoffset, yoffset, width, height, format, imageSize, pixels, &mImageArray[faceIndex(target)][level]))
1053 {
1054 commitRect(faceIndex(target), level, xoffset, yoffset, width, height);
1055 }
1056}
1057
1058// Tests for cube map sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 86.
1059bool TextureCubeMap::isSamplerComplete() const
1060{
1061 int size = mImageArray[0][0].getWidth();
1062
daniel@transgaming.comca9a3c82012-10-26 18:55:07 +00001063 bool mipmapping = isMipmapFiltered();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001064
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001065 if ((gl::ExtractType(getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0)) == GL_FLOAT && !getContext()->supportsFloat32LinearFilter()) ||
1066 (gl::ExtractType(getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0) == GL_HALF_FLOAT_OES) && !getContext()->supportsFloat16LinearFilter()))
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001067 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +00001068 if (mSamplerState.magFilter != GL_NEAREST ||
1069 (mSamplerState.minFilter != GL_NEAREST && mSamplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001070 {
1071 return false;
1072 }
1073 }
1074
1075 if (!isPow2(size) && !getContext()->supportsNonPower2Texture())
1076 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +00001077 if (mSamplerState.wrapS != GL_CLAMP_TO_EDGE || mSamplerState.wrapT != GL_CLAMP_TO_EDGE || mipmapping)
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001078 {
1079 return false;
1080 }
1081 }
1082
1083 if (!mipmapping)
1084 {
1085 if (!isCubeComplete())
1086 {
1087 return false;
1088 }
1089 }
1090 else
1091 {
1092 if (!isMipmapCubeComplete()) // Also tests for isCubeComplete()
1093 {
1094 return false;
1095 }
1096 }
1097
1098 return true;
1099}
1100
1101// Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
1102bool TextureCubeMap::isCubeComplete() const
1103{
1104 if (mImageArray[0][0].getWidth() <= 0 || mImageArray[0][0].getHeight() != mImageArray[0][0].getWidth())
1105 {
1106 return false;
1107 }
1108
1109 for (unsigned int face = 1; face < 6; face++)
1110 {
1111 if (mImageArray[face][0].getWidth() != mImageArray[0][0].getWidth() ||
1112 mImageArray[face][0].getWidth() != mImageArray[0][0].getHeight() ||
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001113 mImageArray[face][0].getInternalFormat() != mImageArray[0][0].getInternalFormat())
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001114 {
1115 return false;
1116 }
1117 }
1118
1119 return true;
1120}
1121
1122bool TextureCubeMap::isMipmapCubeComplete() const
1123{
1124 if (isImmutable())
1125 {
1126 return true;
1127 }
1128
1129 if (!isCubeComplete())
1130 {
1131 return false;
1132 }
1133
1134 GLsizei size = mImageArray[0][0].getWidth();
1135
1136 int q = log2(size);
1137
1138 for (int face = 0; face < 6; face++)
1139 {
1140 for (int level = 1; level <= q; level++)
1141 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001142 if (mImageArray[face][level].getInternalFormat() != mImageArray[0][0].getInternalFormat())
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001143 {
1144 return false;
1145 }
1146
1147 if (mImageArray[face][level].getWidth() != std::max(1, size >> level))
1148 {
1149 return false;
1150 }
1151 }
1152 }
1153
1154 return true;
1155}
1156
1157bool TextureCubeMap::isCompressed(GLenum target, GLint level) const
1158{
1159 return IsCompressed(getInternalFormat(target, level));
1160}
1161
daniel@transgaming.comf032cb82012-10-31 19:51:52 +00001162// Constructs a native texture resource from the texture images, or returns an existing one
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001163void TextureCubeMap::createTexture()
1164{
1165 GLsizei size = mImageArray[0][0].getWidth();
daniel@transgaming.come6a09842012-09-17 21:28:55 +00001166
1167 if (!(size > 0))
daniel@transgaming.comf032cb82012-10-31 19:51:52 +00001168 return; // do not attempt to create native textures for nonexistant data
daniel@transgaming.come6a09842012-09-17 21:28:55 +00001169
sminns@adobe.comce1189b2012-09-18 20:06:35 +00001170 GLint levels = creationLevels(size);
daniel@transgaming.comf032cb82012-10-31 19:51:52 +00001171 GLenum internalformat = mImageArray[0][0].getInternalFormat();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001172
1173 delete mTexStorage;
daniel@transgaming.com70062c92012-11-28 19:32:30 +00001174 mTexStorage = new TextureStorageCubeMap(mRenderer, levels, internalformat, mUsage, false, size);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001175
1176 if (mTexStorage->isManaged())
1177 {
1178 int levels = levelCount();
1179
1180 for (int face = 0; face < 6; face++)
1181 {
1182 for (int level = 0; level < levels; level++)
1183 {
daniel@transgaming.com0f195ad2012-10-31 19:51:59 +00001184 mImageArray[face][level].setManagedSurface(mTexStorage, face, level);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001185 }
1186 }
1187 }
1188
1189 mDirtyImages = true;
1190}
1191
1192void TextureCubeMap::updateTexture()
1193{
daniel@transgaming.comca9a3c82012-10-26 18:55:07 +00001194 bool mipmapping = isMipmapFiltered() && isMipmapCubeComplete();
1195
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001196 for (int face = 0; face < 6; face++)
1197 {
daniel@transgaming.comca9a3c82012-10-26 18:55:07 +00001198 int levels = (mipmapping ? levelCount() : 1);
1199
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001200 for (int level = 0; level < levels; level++)
1201 {
1202 Image *image = &mImageArray[face][level];
1203
1204 if (image->isDirty())
1205 {
1206 commitRect(face, level, 0, 0, image->getWidth(), image->getHeight());
1207 }
1208 }
1209 }
1210}
1211
1212void TextureCubeMap::convertToRenderTarget()
1213{
1214 TextureStorageCubeMap *newTexStorage = NULL;
1215
1216 if (mImageArray[0][0].getWidth() != 0)
1217 {
1218 GLsizei size = mImageArray[0][0].getWidth();
sminns@adobe.comce1189b2012-09-18 20:06:35 +00001219 GLint levels = creationLevels(size);
daniel@transgaming.comf032cb82012-10-31 19:51:52 +00001220 GLenum internalformat = mImageArray[0][0].getInternalFormat();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001221
daniel@transgaming.com70062c92012-11-28 19:32:30 +00001222 newTexStorage = new TextureStorageCubeMap(mRenderer, levels, internalformat, GL_FRAMEBUFFER_ATTACHMENT_ANGLE, true, size);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001223
1224 if (mTexStorage != NULL)
1225 {
daniel@transgaming.com690d8ae2012-10-31 19:52:08 +00001226 if (!TextureStorageCubeMap::copyToRenderTarget(newTexStorage, mTexStorage))
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001227 {
daniel@transgaming.com690d8ae2012-10-31 19:52:08 +00001228 delete newTexStorage;
1229 return error(GL_OUT_OF_MEMORY);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001230 }
1231 }
1232 }
1233
1234 delete mTexStorage;
1235 mTexStorage = newTexStorage;
1236
1237 mDirtyImages = true;
1238}
1239
1240void TextureCubeMap::setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
1241{
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001242 GLint internalformat = ConvertSizedInternalFormat(format, type);
1243 redefineImage(faceIndex, level, internalformat, width, height);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001244
1245 Texture::setImage(unpackAlignment, pixels, &mImageArray[faceIndex][level]);
1246}
1247
1248unsigned int TextureCubeMap::faceIndex(GLenum face)
1249{
1250 META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1);
1251 META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2);
1252 META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3);
1253 META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4);
1254 META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5);
1255
1256 return face - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
1257}
1258
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001259void TextureCubeMap::redefineImage(int face, GLint level, GLint internalformat, GLsizei width, GLsizei height)
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001260{
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001261 bool redefined = mImageArray[face][level].redefine(internalformat, width, height, false);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001262
1263 if (mTexStorage && redefined)
1264 {
1265 for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
1266 {
1267 for (int f = 0; f < 6; f++)
1268 {
1269 mImageArray[f][i].markDirty();
1270 }
1271 }
1272
1273 delete mTexStorage;
1274 mTexStorage = NULL;
1275
1276 mDirtyImages = true;
1277 }
1278}
1279
1280void TextureCubeMap::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
1281{
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001282 unsigned int faceindex = faceIndex(target);
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001283 GLint internalformat = gl::ConvertSizedInternalFormat(format, GL_UNSIGNED_BYTE);
1284 redefineImage(faceindex, level, internalformat, width, height);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001285
1286 if (!mImageArray[faceindex][level].isRenderableFormat())
1287 {
daniel@transgaming.com3cef5392012-10-31 19:52:15 +00001288 mImageArray[faceindex][level].copy(0, 0, x, y, width, height, source);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001289 mDirtyImages = true;
1290 }
1291 else
1292 {
1293 if (!mTexStorage || !mTexStorage->isRenderTarget())
1294 {
1295 convertToRenderTarget();
1296 }
1297
1298 mImageArray[faceindex][level].markClean();
1299
1300 ASSERT(width == height);
1301
1302 if (width > 0 && level < levelCount())
1303 {
1304 RECT sourceRect;
1305 sourceRect.left = x;
1306 sourceRect.right = x + width;
1307 sourceRect.top = y;
1308 sourceRect.bottom = y + height;
1309
daniel@transgaming.com3cef5392012-10-31 19:52:15 +00001310 getBlitter()->copy(source, sourceRect, format, 0, 0, mTexStorage, target, level);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001311
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001312 }
1313 }
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001314}
1315
1316void TextureCubeMap::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
1317{
1318 GLsizei size = mImageArray[faceIndex(target)][level].getWidth();
1319
1320 if (xoffset + width > size || yoffset + height > size)
1321 {
1322 return error(GL_INVALID_VALUE);
1323 }
1324
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001325 unsigned int faceindex = faceIndex(target);
1326
1327 if (!mImageArray[faceindex][level].isRenderableFormat() || (!mTexStorage && !isSamplerComplete()))
1328 {
daniel@transgaming.com3cef5392012-10-31 19:52:15 +00001329 mImageArray[faceindex][level].copy(0, 0, x, y, width, height, source);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001330 mDirtyImages = true;
1331 }
1332 else
1333 {
1334 if (!mTexStorage || !mTexStorage->isRenderTarget())
1335 {
1336 convertToRenderTarget();
1337 }
1338
1339 updateTexture();
1340
1341 if (level < levelCount())
1342 {
1343 RECT sourceRect;
1344 sourceRect.left = x;
1345 sourceRect.right = x + width;
1346 sourceRect.top = y;
1347 sourceRect.bottom = y + height;
1348
daniel@transgaming.com3cef5392012-10-31 19:52:15 +00001349 getBlitter()->copy(source, sourceRect, gl::ExtractFormat(mImageArray[0][0].getInternalFormat()), xoffset, yoffset, mTexStorage, target, level);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001350
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001351 }
1352 }
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001353}
1354
1355void TextureCubeMap::storage(GLsizei levels, GLenum internalformat, GLsizei size)
1356{
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001357 delete mTexStorage;
daniel@transgaming.com70062c92012-11-28 19:32:30 +00001358 mTexStorage = new TextureStorageCubeMap(mRenderer, levels, internalformat, mUsage, false, size);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001359 mImmutable = true;
1360
1361 for (int level = 0; level < levels; level++)
1362 {
1363 for (int face = 0; face < 6; face++)
1364 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001365 mImageArray[face][level].redefine(internalformat, size, size, true);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001366 size = std::max(1, size >> 1);
1367 }
1368 }
1369
1370 for (int level = levels; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
1371 {
1372 for (int face = 0; face < 6; face++)
1373 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001374 mImageArray[face][level].redefine(GL_NONE, 0, 0, true);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001375 }
1376 }
1377
1378 if (mTexStorage->isManaged())
1379 {
1380 int levels = levelCount();
1381
1382 for (int face = 0; face < 6; face++)
1383 {
1384 for (int level = 0; level < levels; level++)
1385 {
daniel@transgaming.com0f195ad2012-10-31 19:51:59 +00001386 mImageArray[face][level].setManagedSurface(mTexStorage, face, level);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001387 }
1388 }
1389 }
1390}
1391
1392void TextureCubeMap::generateMipmaps()
1393{
1394 if (!isCubeComplete())
1395 {
1396 return error(GL_INVALID_OPERATION);
1397 }
1398
1399 if (!getContext()->supportsNonPower2Texture())
1400 {
1401 if (!isPow2(mImageArray[0][0].getWidth()))
1402 {
1403 return error(GL_INVALID_OPERATION);
1404 }
1405 }
1406
1407 // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
1408 unsigned int q = log2(mImageArray[0][0].getWidth());
1409 for (unsigned int f = 0; f < 6; f++)
1410 {
1411 for (unsigned int i = 1; i <= q; i++)
1412 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001413 redefineImage(f, i, mImageArray[f][0].getInternalFormat(),
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001414 std::max(mImageArray[f][0].getWidth() >> i, 1),
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001415 std::max(mImageArray[f][0].getWidth() >> i, 1));
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001416 }
1417 }
1418
1419 if (mTexStorage && mTexStorage->isRenderTarget())
1420 {
1421 for (unsigned int f = 0; f < 6; f++)
1422 {
1423 for (unsigned int i = 1; i <= q; i++)
1424 {
daniel@transgaming.com0ad830b2012-10-31 19:52:12 +00001425 mTexStorage->generateMipmap(f, i);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001426
1427 mImageArray[f][i].markClean();
1428 }
1429 }
1430 }
1431 else
1432 {
1433 for (unsigned int f = 0; f < 6; f++)
1434 {
1435 for (unsigned int i = 1; i <= q; i++)
1436 {
daniel@transgaming.com0ad830b2012-10-31 19:52:12 +00001437 Image::GenerateMipmap(&mImageArray[f][i], &mImageArray[f][i - 1]);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001438 }
1439 }
1440 }
1441}
1442
1443Renderbuffer *TextureCubeMap::getRenderbuffer(GLenum target)
1444{
1445 if (!IsCubemapTextureTarget(target))
1446 {
1447 return error(GL_INVALID_OPERATION, (Renderbuffer *)NULL);
1448 }
1449
1450 unsigned int face = faceIndex(target);
1451
1452 if (mFaceProxies[face] == NULL)
1453 {
daniel@transgaming.com70062c92012-11-28 19:32:30 +00001454 mFaceProxies[face] = new Renderbuffer(mRenderer, id(), new RenderbufferTextureCubeMap(this, target));
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001455 }
1456
1457 return mFaceProxies[face];
1458}
1459
1460// Increments refcount on surface.
1461// caller must Release() the returned surface
1462IDirect3DSurface9 *TextureCubeMap::getRenderTarget(GLenum target)
1463{
1464 ASSERT(IsCubemapTextureTarget(target));
1465
1466 // ensure the underlying texture is created
1467 if (getStorage(true) == NULL)
1468 {
1469 return NULL;
1470 }
1471
1472 updateTexture();
1473
daniel@transgaming.com2b5af7b2012-09-27 17:46:15 +00001474 return mTexStorage->getCubeMapSurface(target, 0, false);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001475}
1476
daniel@transgaming.com690d8ae2012-10-31 19:52:08 +00001477int TextureCubeMap::levelCount()
1478{
1479 return mTexStorage ? mTexStorage->levelCount() - getLodOffset() : 0;
1480}
1481
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001482TextureStorage *TextureCubeMap::getStorage(bool renderTarget)
1483{
1484 if (!mTexStorage || (renderTarget && !mTexStorage->isRenderTarget()))
1485 {
1486 if (renderTarget)
1487 {
1488 convertToRenderTarget();
1489 }
1490 else
1491 {
1492 createTexture();
1493 }
1494 }
1495
1496 return mTexStorage;
1497}
1498
1499}