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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();
daniel@transgaming.coma9571682012-11-28 19:33:08 +0000414 assert(dynamic_cast<rx::Renderer9*>(mRenderer) != NULL); // D3D9_REPLACE
415 rx::Renderer9 *renderer9 = static_cast<rx::Renderer9*>(mRenderer); // D3D9_REPLACE
416 bool redefined = mImageArray[level].redefine(renderer9, internalformat, width, height, false);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000417
418 if (mTexStorage && redefined)
419 {
420 for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
421 {
422 mImageArray[i].markDirty();
423 }
424
425 delete mTexStorage;
426 mTexStorage = NULL;
427 mDirtyImages = true;
428 }
429}
430
431void Texture2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
432{
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000433 GLint internalformat = ConvertSizedInternalFormat(format, type);
434 redefineImage(level, internalformat, width, height);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000435
436 Texture::setImage(unpackAlignment, pixels, &mImageArray[level]);
437}
438
439void Texture2D::bindTexImage(egl::Surface *surface)
440{
441 releaseTexImage();
442
daniel@transgaming.com106e1f72012-10-31 18:38:36 +0000443 GLint internalformat = surface->getFormat();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000444
daniel@transgaming.coma9571682012-11-28 19:33:08 +0000445 assert(dynamic_cast<rx::Renderer9*>(mRenderer) != NULL); // D3D9_REPLACE
446 rx::Renderer9 *renderer9 = static_cast<rx::Renderer9*>(mRenderer); // D3D9_REPLACE
447 mImageArray[0].redefine(renderer9, internalformat, surface->getWidth(), surface->getHeight(), true);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000448
449 delete mTexStorage;
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +0000450 rx::SwapChain *swapchain = surface->getSwapChain(); // D3D9_REPLACE
daniel@transgaming.coma9571682012-11-28 19:33:08 +0000451 mTexStorage = new TextureStorage2D(renderer9, swapchain);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000452
453 mDirtyImages = true;
454 mSurface = surface;
455 mSurface->setBoundTexture(this);
456}
457
458void Texture2D::releaseTexImage()
459{
460 if (mSurface)
461 {
462 mSurface->setBoundTexture(NULL);
463 mSurface = NULL;
464
465 if (mTexStorage)
466 {
467 delete mTexStorage;
468 mTexStorage = NULL;
469 }
470
daniel@transgaming.coma9571682012-11-28 19:33:08 +0000471 assert(dynamic_cast<rx::Renderer9*>(mRenderer) != NULL); // D3D9_REPLACE
472 rx::Renderer9 *renderer9 = static_cast<rx::Renderer9*>(mRenderer); // D3D9_REPLACE
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000473 for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
474 {
daniel@transgaming.coma9571682012-11-28 19:33:08 +0000475 mImageArray[i].redefine(renderer9, GL_RGBA8_OES, 0, 0, true);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000476 }
477 }
478}
479
480void Texture2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
481{
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000482 // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
483 redefineImage(level, format, width, height);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000484
485 Texture::setCompressedImage(imageSize, pixels, &mImageArray[level]);
486}
487
488void Texture2D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
489{
490 ASSERT(mImageArray[level].getSurface() != NULL);
491
492 if (level < levelCount())
493 {
daniel@transgaming.com0f195ad2012-10-31 19:51:59 +0000494 Image *image = &mImageArray[level];
495 if (image->updateSurface(mTexStorage, level, xoffset, yoffset, width, height))
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000496 {
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000497 image->markClean();
498 }
499 }
500}
501
502void Texture2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
503{
504 if (Texture::subImage(xoffset, yoffset, width, height, format, type, unpackAlignment, pixels, &mImageArray[level]))
505 {
506 commitRect(level, xoffset, yoffset, width, height);
507 }
508}
509
510void Texture2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
511{
512 if (Texture::subImageCompressed(xoffset, yoffset, width, height, format, imageSize, pixels, &mImageArray[level]))
513 {
514 commitRect(level, xoffset, yoffset, width, height);
515 }
516}
517
518void Texture2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
519{
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000520 GLint internalformat = ConvertSizedInternalFormat(format, GL_UNSIGNED_BYTE);
521 redefineImage(level, internalformat, width, height);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000522
523 if (!mImageArray[level].isRenderableFormat())
524 {
daniel@transgaming.com3cef5392012-10-31 19:52:15 +0000525 mImageArray[level].copy(0, 0, x, y, width, height, source);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000526 mDirtyImages = true;
527 }
528 else
529 {
530 if (!mTexStorage || !mTexStorage->isRenderTarget())
531 {
532 convertToRenderTarget();
533 }
534
535 mImageArray[level].markClean();
536
537 if (width != 0 && height != 0 && level < levelCount())
538 {
539 RECT sourceRect;
540 sourceRect.left = x;
541 sourceRect.right = x + width;
542 sourceRect.top = y;
543 sourceRect.bottom = y + height;
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000544
daniel@transgaming.com3cef5392012-10-31 19:52:15 +0000545 getBlitter()->copy(source, sourceRect, format, 0, 0, mTexStorage, level);
546
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000547 }
548 }
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000549}
550
551void Texture2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
552{
553 if (xoffset + width > mImageArray[level].getWidth() || yoffset + height > mImageArray[level].getHeight())
554 {
555 return error(GL_INVALID_VALUE);
556 }
557
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000558 if (!mImageArray[level].isRenderableFormat() || (!mTexStorage && !isSamplerComplete()))
559 {
daniel@transgaming.com3cef5392012-10-31 19:52:15 +0000560 mImageArray[level].copy(xoffset, yoffset, x, y, width, height, source);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000561 mDirtyImages = true;
562 }
563 else
564 {
565 if (!mTexStorage || !mTexStorage->isRenderTarget())
566 {
567 convertToRenderTarget();
568 }
569
570 updateTexture();
571
572 if (level < levelCount())
573 {
574 RECT sourceRect;
575 sourceRect.left = x;
576 sourceRect.right = x + width;
577 sourceRect.top = y;
578 sourceRect.bottom = y + height;
579
daniel@transgaming.com3cef5392012-10-31 19:52:15 +0000580 getBlitter()->copy(source, sourceRect,
581 gl::ExtractFormat(mImageArray[0].getInternalFormat()),
582 xoffset, yoffset, mTexStorage, level);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000583 }
584 }
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000585}
586
587void Texture2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
588{
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000589 delete mTexStorage;
daniel@transgaming.coma9571682012-11-28 19:33:08 +0000590 assert(dynamic_cast<rx::Renderer9*>(mRenderer) != NULL); // D3D9_REPLACE
591 rx::Renderer9 *renderer9 = static_cast<rx::Renderer9*>(mRenderer); // D3D9_REPLACE
592 mTexStorage = new TextureStorage2D(renderer9, levels, internalformat, mUsage, false, width, height);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000593 mImmutable = true;
594
595 for (int level = 0; level < levels; level++)
596 {
daniel@transgaming.coma9571682012-11-28 19:33:08 +0000597 mImageArray[level].redefine(renderer9, internalformat, width, height, true);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000598 width = std::max(1, width >> 1);
599 height = std::max(1, height >> 1);
600 }
601
602 for (int level = levels; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
603 {
daniel@transgaming.coma9571682012-11-28 19:33:08 +0000604 mImageArray[level].redefine(renderer9, GL_NONE, 0, 0, true);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000605 }
606
607 if (mTexStorage->isManaged())
608 {
609 int levels = levelCount();
610
611 for (int level = 0; level < levels; level++)
612 {
daniel@transgaming.com0f195ad2012-10-31 19:51:59 +0000613 mImageArray[level].setManagedSurface(mTexStorage, level);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000614 }
615 }
616}
617
618// Tests for 2D texture sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 85.
619bool Texture2D::isSamplerComplete() const
620{
621 GLsizei width = mImageArray[0].getWidth();
622 GLsizei height = mImageArray[0].getHeight();
623
624 if (width <= 0 || height <= 0)
625 {
626 return false;
627 }
628
daniel@transgaming.comca9a3c82012-10-26 18:55:07 +0000629 bool mipmapping = isMipmapFiltered();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000630
daniel@transgaming.com6b1a0a02012-10-17 18:22:47 +0000631 if ((IsFloat32Format(getInternalFormat(0)) && !getContext()->supportsFloat32LinearFilter()) ||
632 (IsFloat16Format(getInternalFormat(0)) && !getContext()->supportsFloat16LinearFilter()))
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000633 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +0000634 if (mSamplerState.magFilter != GL_NEAREST ||
635 (mSamplerState.minFilter != GL_NEAREST && mSamplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000636 {
637 return false;
638 }
639 }
640
641 bool npotSupport = getContext()->supportsNonPower2Texture();
642
643 if (!npotSupport)
644 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +0000645 if ((mSamplerState.wrapS != GL_CLAMP_TO_EDGE && !isPow2(width)) ||
646 (mSamplerState.wrapT != GL_CLAMP_TO_EDGE && !isPow2(height)))
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000647 {
648 return false;
649 }
650 }
651
652 if (mipmapping)
653 {
654 if (!npotSupport)
655 {
656 if (!isPow2(width) || !isPow2(height))
657 {
658 return false;
659 }
660 }
661
662 if (!isMipmapComplete())
663 {
664 return false;
665 }
666 }
667
668 return true;
669}
670
671// Tests for 2D texture (mipmap) completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
672bool Texture2D::isMipmapComplete() const
673{
674 if (isImmutable())
675 {
676 return true;
677 }
678
679 GLsizei width = mImageArray[0].getWidth();
680 GLsizei height = mImageArray[0].getHeight();
681
682 if (width <= 0 || height <= 0)
683 {
684 return false;
685 }
686
687 int q = log2(std::max(width, height));
688
689 for (int level = 1; level <= q; level++)
690 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000691 if (mImageArray[level].getInternalFormat() != mImageArray[0].getInternalFormat())
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000692 {
693 return false;
694 }
695
696 if (mImageArray[level].getWidth() != std::max(1, width >> level))
697 {
698 return false;
699 }
700
701 if (mImageArray[level].getHeight() != std::max(1, height >> level))
702 {
703 return false;
704 }
705 }
706
707 return true;
708}
709
710bool Texture2D::isCompressed(GLint level) const
711{
712 return IsCompressed(getInternalFormat(level));
713}
714
715bool Texture2D::isDepth(GLint level) const
716{
717 return IsDepthTexture(getInternalFormat(level));
718}
719
daniel@transgaming.comf032cb82012-10-31 19:51:52 +0000720// Constructs a native texture resource from the texture images
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000721void Texture2D::createTexture()
722{
723 GLsizei width = mImageArray[0].getWidth();
724 GLsizei height = mImageArray[0].getHeight();
daniel@transgaming.come6a09842012-09-17 21:28:55 +0000725
726 if (!(width > 0 && height > 0))
daniel@transgaming.comf032cb82012-10-31 19:51:52 +0000727 return; // do not attempt to create native textures for nonexistant data
daniel@transgaming.come6a09842012-09-17 21:28:55 +0000728
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000729 GLint levels = creationLevels(width, height);
daniel@transgaming.comf032cb82012-10-31 19:51:52 +0000730 GLenum internalformat = mImageArray[0].getInternalFormat();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000731
732 delete mTexStorage;
daniel@transgaming.coma9571682012-11-28 19:33:08 +0000733 assert(dynamic_cast<rx::Renderer9*>(mRenderer) != NULL); // D3D9_REPLACE
734 rx::Renderer9 *renderer9 = static_cast<rx::Renderer9*>(mRenderer); // D3D9_REPLACE
735 mTexStorage = new TextureStorage2D(renderer9, levels, internalformat, mUsage, false, width, height);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000736
737 if (mTexStorage->isManaged())
738 {
739 int levels = levelCount();
740
741 for (int level = 0; level < levels; level++)
742 {
daniel@transgaming.com0f195ad2012-10-31 19:51:59 +0000743 mImageArray[level].setManagedSurface(mTexStorage, level);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000744 }
745 }
746
747 mDirtyImages = true;
748}
749
750void Texture2D::updateTexture()
751{
daniel@transgaming.comca9a3c82012-10-26 18:55:07 +0000752 bool mipmapping = (isMipmapFiltered() && isMipmapComplete());
753
754 int levels = (mipmapping ? levelCount() : 1);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000755
756 for (int level = 0; level < levels; level++)
757 {
758 Image *image = &mImageArray[level];
759
760 if (image->isDirty())
761 {
762 commitRect(level, 0, 0, mImageArray[level].getWidth(), mImageArray[level].getHeight());
763 }
764 }
765}
766
767void Texture2D::convertToRenderTarget()
768{
769 TextureStorage2D *newTexStorage = NULL;
770
771 if (mImageArray[0].getWidth() != 0 && mImageArray[0].getHeight() != 0)
772 {
773 GLsizei width = mImageArray[0].getWidth();
774 GLsizei height = mImageArray[0].getHeight();
775 GLint levels = creationLevels(width, height);
daniel@transgaming.comf032cb82012-10-31 19:51:52 +0000776 GLenum internalformat = mImageArray[0].getInternalFormat();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000777
daniel@transgaming.coma9571682012-11-28 19:33:08 +0000778 assert(dynamic_cast<rx::Renderer9*>(mRenderer) != NULL); // D3D9_REPLACE
779 rx::Renderer9 *renderer9 = static_cast<rx::Renderer9*>(mRenderer); // D3D9_REPLACE
780 newTexStorage = new TextureStorage2D(renderer9, levels, internalformat, GL_FRAMEBUFFER_ATTACHMENT_ANGLE, true, width, height);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000781
782 if (mTexStorage != NULL)
783 {
daniel@transgaming.com690d8ae2012-10-31 19:52:08 +0000784 if (!TextureStorage2D::copyToRenderTarget(newTexStorage, mTexStorage))
785 {
786 delete newTexStorage;
787 return error(GL_OUT_OF_MEMORY);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000788 }
789 }
790 }
791
792 delete mTexStorage;
793 mTexStorage = newTexStorage;
794
795 mDirtyImages = true;
796}
797
798void Texture2D::generateMipmaps()
799{
800 if (!getContext()->supportsNonPower2Texture())
801 {
802 if (!isPow2(mImageArray[0].getWidth()) || !isPow2(mImageArray[0].getHeight()))
803 {
804 return error(GL_INVALID_OPERATION);
805 }
806 }
807
808 // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
809 unsigned int q = log2(std::max(mImageArray[0].getWidth(), mImageArray[0].getHeight()));
810 for (unsigned int i = 1; i <= q; i++)
811 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000812 redefineImage(i, mImageArray[0].getInternalFormat(),
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000813 std::max(mImageArray[0].getWidth() >> i, 1),
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000814 std::max(mImageArray[0].getHeight() >> i, 1));
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000815 }
816
817 if (mTexStorage && mTexStorage->isRenderTarget())
818 {
819 for (unsigned int i = 1; i <= q; i++)
820 {
daniel@transgaming.com0ad830b2012-10-31 19:52:12 +0000821 mTexStorage->generateMipmap(i);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000822
823 mImageArray[i].markClean();
824 }
825 }
826 else
827 {
828 for (unsigned int i = 1; i <= q; i++)
829 {
daniel@transgaming.com0ad830b2012-10-31 19:52:12 +0000830 Image::GenerateMipmap(&mImageArray[i], &mImageArray[i - 1]);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000831 }
832 }
833}
834
835Renderbuffer *Texture2D::getRenderbuffer(GLenum target)
836{
837 if (target != GL_TEXTURE_2D)
838 {
839 return error(GL_INVALID_OPERATION, (Renderbuffer *)NULL);
840 }
841
842 if (mColorbufferProxy == NULL)
843 {
daniel@transgaming.com70062c92012-11-28 19:32:30 +0000844 mColorbufferProxy = new Renderbuffer(mRenderer, id(), new RenderbufferTexture2D(this, target));
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000845 }
846
847 return mColorbufferProxy;
848}
849
850// Increments refcount on surface.
851// caller must Release() the returned surface
852IDirect3DSurface9 *Texture2D::getRenderTarget(GLenum target)
853{
854 ASSERT(target == GL_TEXTURE_2D);
855
856 // ensure the underlying texture is created
857 if (getStorage(true) == NULL)
858 {
859 return NULL;
860 }
861
862 updateTexture();
863
864 // ensure this is NOT a depth texture
865 if (isDepth(0))
866 {
867 return NULL;
868 }
daniel@transgaming.com2b5af7b2012-09-27 17:46:15 +0000869 return mTexStorage->getSurfaceLevel(0, false);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000870}
871
872// Increments refcount on surface.
873// caller must Release() the returned surface
874IDirect3DSurface9 *Texture2D::getDepthStencil(GLenum target)
875{
876 ASSERT(target == GL_TEXTURE_2D);
877
878 // ensure the underlying texture is created
879 if (getStorage(true) == NULL)
880 {
881 return NULL;
882 }
883
884 updateTexture();
885
886 // ensure this is actually a depth texture
887 if (!isDepth(0))
888 {
889 return NULL;
890 }
daniel@transgaming.com2b5af7b2012-09-27 17:46:15 +0000891 return mTexStorage->getSurfaceLevel(0, false);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000892}
893
daniel@transgaming.com690d8ae2012-10-31 19:52:08 +0000894int Texture2D::levelCount()
895{
896 return mTexStorage ? mTexStorage->levelCount() - getLodOffset() : 0;
897}
898
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000899TextureStorage *Texture2D::getStorage(bool renderTarget)
900{
901 if (!mTexStorage || (renderTarget && !mTexStorage->isRenderTarget()))
902 {
903 if (renderTarget)
904 {
905 convertToRenderTarget();
906 }
907 else
908 {
909 createTexture();
910 }
911 }
912
913 return mTexStorage;
914}
915
daniel@transgaming.com370482e2012-11-28 19:32:13 +0000916TextureCubeMap::TextureCubeMap(rx::Renderer *renderer, GLuint id) : Texture(renderer, id)
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000917{
918 mTexStorage = NULL;
919 for (int i = 0; i < 6; i++)
920 {
921 mFaceProxies[i] = NULL;
922 mFaceProxyRefs[i] = 0;
923 }
924}
925
926TextureCubeMap::~TextureCubeMap()
927{
928 for (int i = 0; i < 6; i++)
929 {
930 mFaceProxies[i] = NULL;
931 }
932
933 delete mTexStorage;
934 mTexStorage = NULL;
935}
936
937// We need to maintain a count of references to renderbuffers acting as
938// proxies for this texture, so that the texture is not deleted while
939// proxy references still exist. If the reference count drops to zero,
940// we set our proxy pointer NULL, so that a new attempt at referencing
941// will cause recreation.
942void TextureCubeMap::addProxyRef(const Renderbuffer *proxy)
943{
944 for (int i = 0; i < 6; i++)
945 {
946 if (mFaceProxies[i] == proxy)
947 mFaceProxyRefs[i]++;
948 }
949}
950
951void TextureCubeMap::releaseProxy(const Renderbuffer *proxy)
952{
953 for (int i = 0; i < 6; i++)
954 {
955 if (mFaceProxies[i] == proxy)
956 {
957 if (mFaceProxyRefs[i] > 0)
958 mFaceProxyRefs[i]--;
959
960 if (mFaceProxyRefs[i] == 0)
961 mFaceProxies[i] = NULL;
962 }
963 }
964}
965
966GLenum TextureCubeMap::getTarget() const
967{
968 return GL_TEXTURE_CUBE_MAP;
969}
970
971GLsizei TextureCubeMap::getWidth(GLenum target, GLint level) const
972{
973 if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
974 return mImageArray[faceIndex(target)][level].getWidth();
975 else
976 return 0;
977}
978
979GLsizei TextureCubeMap::getHeight(GLenum target, GLint level) const
980{
981 if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
982 return mImageArray[faceIndex(target)][level].getHeight();
983 else
984 return 0;
985}
986
987GLenum TextureCubeMap::getInternalFormat(GLenum target, GLint level) const
988{
989 if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
daniel@transgaming.com6452adf2012-10-17 18:22:35 +0000990 return mImageArray[faceIndex(target)][level].getInternalFormat();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000991 else
992 return GL_NONE;
993}
994
daniel@transgaming.com20d36662012-10-31 19:51:43 +0000995GLenum TextureCubeMap::getActualFormat(GLenum target, GLint level) const
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000996{
997 if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
daniel@transgaming.com20d36662012-10-31 19:51:43 +0000998 return mImageArray[faceIndex(target)][level].getActualFormat();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +0000999 else
1000 return D3DFMT_UNKNOWN;
1001}
1002
1003void TextureCubeMap::setImagePosX(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
1004{
1005 setImage(0, level, width, height, format, type, unpackAlignment, pixels);
1006}
1007
1008void TextureCubeMap::setImageNegX(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
1009{
1010 setImage(1, level, width, height, format, type, unpackAlignment, pixels);
1011}
1012
1013void TextureCubeMap::setImagePosY(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
1014{
1015 setImage(2, level, width, height, format, type, unpackAlignment, pixels);
1016}
1017
1018void TextureCubeMap::setImageNegY(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
1019{
1020 setImage(3, level, width, height, format, type, unpackAlignment, pixels);
1021}
1022
1023void TextureCubeMap::setImagePosZ(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
1024{
1025 setImage(4, level, width, height, format, type, unpackAlignment, pixels);
1026}
1027
1028void TextureCubeMap::setImageNegZ(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
1029{
1030 setImage(5, level, width, height, format, type, unpackAlignment, pixels);
1031}
1032
1033void TextureCubeMap::setCompressedImage(GLenum face, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
1034{
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001035 // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
1036 redefineImage(faceIndex(face), level, format, width, height);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001037
1038 Texture::setCompressedImage(imageSize, pixels, &mImageArray[faceIndex(face)][level]);
1039}
1040
1041void TextureCubeMap::commitRect(int face, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
1042{
1043 ASSERT(mImageArray[face][level].getSurface() != NULL);
1044
1045 if (level < levelCount())
1046 {
daniel@transgaming.com0f195ad2012-10-31 19:51:59 +00001047 Image *image = &mImageArray[face][level];
1048 if (image->updateSurface(mTexStorage, face, level, xoffset, yoffset, width, height))
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001049 image->markClean();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001050 }
1051}
1052
1053void TextureCubeMap::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
1054{
1055 if (Texture::subImage(xoffset, yoffset, width, height, format, type, unpackAlignment, pixels, &mImageArray[faceIndex(target)][level]))
1056 {
1057 commitRect(faceIndex(target), level, xoffset, yoffset, width, height);
1058 }
1059}
1060
1061void TextureCubeMap::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
1062{
1063 if (Texture::subImageCompressed(xoffset, yoffset, width, height, format, imageSize, pixels, &mImageArray[faceIndex(target)][level]))
1064 {
1065 commitRect(faceIndex(target), level, xoffset, yoffset, width, height);
1066 }
1067}
1068
1069// Tests for cube map sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 86.
1070bool TextureCubeMap::isSamplerComplete() const
1071{
1072 int size = mImageArray[0][0].getWidth();
1073
daniel@transgaming.comca9a3c82012-10-26 18:55:07 +00001074 bool mipmapping = isMipmapFiltered();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001075
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001076 if ((gl::ExtractType(getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0)) == GL_FLOAT && !getContext()->supportsFloat32LinearFilter()) ||
1077 (gl::ExtractType(getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0) == GL_HALF_FLOAT_OES) && !getContext()->supportsFloat16LinearFilter()))
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001078 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +00001079 if (mSamplerState.magFilter != GL_NEAREST ||
1080 (mSamplerState.minFilter != GL_NEAREST && mSamplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001081 {
1082 return false;
1083 }
1084 }
1085
1086 if (!isPow2(size) && !getContext()->supportsNonPower2Texture())
1087 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +00001088 if (mSamplerState.wrapS != GL_CLAMP_TO_EDGE || mSamplerState.wrapT != GL_CLAMP_TO_EDGE || mipmapping)
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001089 {
1090 return false;
1091 }
1092 }
1093
1094 if (!mipmapping)
1095 {
1096 if (!isCubeComplete())
1097 {
1098 return false;
1099 }
1100 }
1101 else
1102 {
1103 if (!isMipmapCubeComplete()) // Also tests for isCubeComplete()
1104 {
1105 return false;
1106 }
1107 }
1108
1109 return true;
1110}
1111
1112// Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
1113bool TextureCubeMap::isCubeComplete() const
1114{
1115 if (mImageArray[0][0].getWidth() <= 0 || mImageArray[0][0].getHeight() != mImageArray[0][0].getWidth())
1116 {
1117 return false;
1118 }
1119
1120 for (unsigned int face = 1; face < 6; face++)
1121 {
1122 if (mImageArray[face][0].getWidth() != mImageArray[0][0].getWidth() ||
1123 mImageArray[face][0].getWidth() != mImageArray[0][0].getHeight() ||
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001124 mImageArray[face][0].getInternalFormat() != mImageArray[0][0].getInternalFormat())
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001125 {
1126 return false;
1127 }
1128 }
1129
1130 return true;
1131}
1132
1133bool TextureCubeMap::isMipmapCubeComplete() const
1134{
1135 if (isImmutable())
1136 {
1137 return true;
1138 }
1139
1140 if (!isCubeComplete())
1141 {
1142 return false;
1143 }
1144
1145 GLsizei size = mImageArray[0][0].getWidth();
1146
1147 int q = log2(size);
1148
1149 for (int face = 0; face < 6; face++)
1150 {
1151 for (int level = 1; level <= q; level++)
1152 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001153 if (mImageArray[face][level].getInternalFormat() != mImageArray[0][0].getInternalFormat())
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001154 {
1155 return false;
1156 }
1157
1158 if (mImageArray[face][level].getWidth() != std::max(1, size >> level))
1159 {
1160 return false;
1161 }
1162 }
1163 }
1164
1165 return true;
1166}
1167
1168bool TextureCubeMap::isCompressed(GLenum target, GLint level) const
1169{
1170 return IsCompressed(getInternalFormat(target, level));
1171}
1172
daniel@transgaming.comf032cb82012-10-31 19:51:52 +00001173// Constructs a native texture resource from the texture images, or returns an existing one
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001174void TextureCubeMap::createTexture()
1175{
1176 GLsizei size = mImageArray[0][0].getWidth();
daniel@transgaming.come6a09842012-09-17 21:28:55 +00001177
1178 if (!(size > 0))
daniel@transgaming.comf032cb82012-10-31 19:51:52 +00001179 return; // do not attempt to create native textures for nonexistant data
daniel@transgaming.come6a09842012-09-17 21:28:55 +00001180
sminns@adobe.comce1189b2012-09-18 20:06:35 +00001181 GLint levels = creationLevels(size);
daniel@transgaming.comf032cb82012-10-31 19:51:52 +00001182 GLenum internalformat = mImageArray[0][0].getInternalFormat();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001183
1184 delete mTexStorage;
daniel@transgaming.coma9571682012-11-28 19:33:08 +00001185 assert(dynamic_cast<rx::Renderer9*>(mRenderer) != NULL); // D3D9_REPLACE
1186 rx::Renderer9 *renderer9 = static_cast<rx::Renderer9*>(mRenderer); // D3D9_REPLACE
1187 mTexStorage = new TextureStorageCubeMap(renderer9, levels, internalformat, mUsage, false, size);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001188
1189 if (mTexStorage->isManaged())
1190 {
1191 int levels = levelCount();
1192
1193 for (int face = 0; face < 6; face++)
1194 {
1195 for (int level = 0; level < levels; level++)
1196 {
daniel@transgaming.com0f195ad2012-10-31 19:51:59 +00001197 mImageArray[face][level].setManagedSurface(mTexStorage, face, level);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001198 }
1199 }
1200 }
1201
1202 mDirtyImages = true;
1203}
1204
1205void TextureCubeMap::updateTexture()
1206{
daniel@transgaming.comca9a3c82012-10-26 18:55:07 +00001207 bool mipmapping = isMipmapFiltered() && isMipmapCubeComplete();
1208
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001209 for (int face = 0; face < 6; face++)
1210 {
daniel@transgaming.comca9a3c82012-10-26 18:55:07 +00001211 int levels = (mipmapping ? levelCount() : 1);
1212
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001213 for (int level = 0; level < levels; level++)
1214 {
1215 Image *image = &mImageArray[face][level];
1216
1217 if (image->isDirty())
1218 {
1219 commitRect(face, level, 0, 0, image->getWidth(), image->getHeight());
1220 }
1221 }
1222 }
1223}
1224
1225void TextureCubeMap::convertToRenderTarget()
1226{
1227 TextureStorageCubeMap *newTexStorage = NULL;
1228
1229 if (mImageArray[0][0].getWidth() != 0)
1230 {
1231 GLsizei size = mImageArray[0][0].getWidth();
sminns@adobe.comce1189b2012-09-18 20:06:35 +00001232 GLint levels = creationLevels(size);
daniel@transgaming.comf032cb82012-10-31 19:51:52 +00001233 GLenum internalformat = mImageArray[0][0].getInternalFormat();
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001234
daniel@transgaming.coma9571682012-11-28 19:33:08 +00001235 assert(dynamic_cast<rx::Renderer9*>(mRenderer) != NULL); // D3D9_REPLACE
1236 rx::Renderer9 *renderer9 = static_cast<rx::Renderer9*>(mRenderer); // D3D9_REPLACE
1237 newTexStorage = new TextureStorageCubeMap(renderer9, levels, internalformat, GL_FRAMEBUFFER_ATTACHMENT_ANGLE, true, size);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001238
1239 if (mTexStorage != NULL)
1240 {
daniel@transgaming.com690d8ae2012-10-31 19:52:08 +00001241 if (!TextureStorageCubeMap::copyToRenderTarget(newTexStorage, mTexStorage))
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001242 {
daniel@transgaming.com690d8ae2012-10-31 19:52:08 +00001243 delete newTexStorage;
1244 return error(GL_OUT_OF_MEMORY);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001245 }
1246 }
1247 }
1248
1249 delete mTexStorage;
1250 mTexStorage = newTexStorage;
1251
1252 mDirtyImages = true;
1253}
1254
1255void TextureCubeMap::setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
1256{
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001257 GLint internalformat = ConvertSizedInternalFormat(format, type);
1258 redefineImage(faceIndex, level, internalformat, width, height);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001259
1260 Texture::setImage(unpackAlignment, pixels, &mImageArray[faceIndex][level]);
1261}
1262
1263unsigned int TextureCubeMap::faceIndex(GLenum face)
1264{
1265 META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1);
1266 META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2);
1267 META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3);
1268 META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4);
1269 META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5);
1270
1271 return face - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
1272}
1273
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001274void TextureCubeMap::redefineImage(int face, GLint level, GLint internalformat, GLsizei width, GLsizei height)
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001275{
daniel@transgaming.coma9571682012-11-28 19:33:08 +00001276 assert(dynamic_cast<rx::Renderer9*>(mRenderer) != NULL); // D3D9_REPLACE
1277 rx::Renderer9 *renderer9 = static_cast<rx::Renderer9*>(mRenderer); // D3D9_REPLACE
1278 bool redefined = mImageArray[face][level].redefine(renderer9, internalformat, width, height, false);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001279
1280 if (mTexStorage && redefined)
1281 {
1282 for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
1283 {
1284 for (int f = 0; f < 6; f++)
1285 {
1286 mImageArray[f][i].markDirty();
1287 }
1288 }
1289
1290 delete mTexStorage;
1291 mTexStorage = NULL;
1292
1293 mDirtyImages = true;
1294 }
1295}
1296
1297void TextureCubeMap::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
1298{
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001299 unsigned int faceindex = faceIndex(target);
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001300 GLint internalformat = gl::ConvertSizedInternalFormat(format, GL_UNSIGNED_BYTE);
1301 redefineImage(faceindex, level, internalformat, width, height);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001302
1303 if (!mImageArray[faceindex][level].isRenderableFormat())
1304 {
daniel@transgaming.com3cef5392012-10-31 19:52:15 +00001305 mImageArray[faceindex][level].copy(0, 0, x, y, width, height, source);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001306 mDirtyImages = true;
1307 }
1308 else
1309 {
1310 if (!mTexStorage || !mTexStorage->isRenderTarget())
1311 {
1312 convertToRenderTarget();
1313 }
1314
1315 mImageArray[faceindex][level].markClean();
1316
1317 ASSERT(width == height);
1318
1319 if (width > 0 && level < levelCount())
1320 {
1321 RECT sourceRect;
1322 sourceRect.left = x;
1323 sourceRect.right = x + width;
1324 sourceRect.top = y;
1325 sourceRect.bottom = y + height;
1326
daniel@transgaming.com3cef5392012-10-31 19:52:15 +00001327 getBlitter()->copy(source, sourceRect, format, 0, 0, mTexStorage, target, level);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001328
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001329 }
1330 }
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001331}
1332
1333void TextureCubeMap::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
1334{
1335 GLsizei size = mImageArray[faceIndex(target)][level].getWidth();
1336
1337 if (xoffset + width > size || yoffset + height > size)
1338 {
1339 return error(GL_INVALID_VALUE);
1340 }
1341
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001342 unsigned int faceindex = faceIndex(target);
1343
1344 if (!mImageArray[faceindex][level].isRenderableFormat() || (!mTexStorage && !isSamplerComplete()))
1345 {
daniel@transgaming.com3cef5392012-10-31 19:52:15 +00001346 mImageArray[faceindex][level].copy(0, 0, x, y, width, height, source);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001347 mDirtyImages = true;
1348 }
1349 else
1350 {
1351 if (!mTexStorage || !mTexStorage->isRenderTarget())
1352 {
1353 convertToRenderTarget();
1354 }
1355
1356 updateTexture();
1357
1358 if (level < levelCount())
1359 {
1360 RECT sourceRect;
1361 sourceRect.left = x;
1362 sourceRect.right = x + width;
1363 sourceRect.top = y;
1364 sourceRect.bottom = y + height;
1365
daniel@transgaming.com3cef5392012-10-31 19:52:15 +00001366 getBlitter()->copy(source, sourceRect, gl::ExtractFormat(mImageArray[0][0].getInternalFormat()), xoffset, yoffset, mTexStorage, target, level);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001367
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001368 }
1369 }
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001370}
1371
1372void TextureCubeMap::storage(GLsizei levels, GLenum internalformat, GLsizei size)
1373{
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001374 delete mTexStorage;
daniel@transgaming.coma9571682012-11-28 19:33:08 +00001375 assert(dynamic_cast<rx::Renderer9*>(mRenderer) != NULL); // D3D9_REPLACE
1376 rx::Renderer9 *renderer9 = static_cast<rx::Renderer9*>(mRenderer); // D3D9_REPLACE
1377 mTexStorage = new TextureStorageCubeMap(renderer9, levels, internalformat, mUsage, false, size);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001378 mImmutable = true;
1379
1380 for (int level = 0; level < levels; level++)
1381 {
1382 for (int face = 0; face < 6; face++)
1383 {
daniel@transgaming.coma9571682012-11-28 19:33:08 +00001384 mImageArray[face][level].redefine(renderer9, internalformat, size, size, true);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001385 size = std::max(1, size >> 1);
1386 }
1387 }
1388
1389 for (int level = levels; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
1390 {
1391 for (int face = 0; face < 6; face++)
1392 {
daniel@transgaming.coma9571682012-11-28 19:33:08 +00001393 mImageArray[face][level].redefine(renderer9, GL_NONE, 0, 0, true);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001394 }
1395 }
1396
1397 if (mTexStorage->isManaged())
1398 {
1399 int levels = levelCount();
1400
1401 for (int face = 0; face < 6; face++)
1402 {
1403 for (int level = 0; level < levels; level++)
1404 {
daniel@transgaming.com0f195ad2012-10-31 19:51:59 +00001405 mImageArray[face][level].setManagedSurface(mTexStorage, face, level);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001406 }
1407 }
1408 }
1409}
1410
1411void TextureCubeMap::generateMipmaps()
1412{
1413 if (!isCubeComplete())
1414 {
1415 return error(GL_INVALID_OPERATION);
1416 }
1417
1418 if (!getContext()->supportsNonPower2Texture())
1419 {
1420 if (!isPow2(mImageArray[0][0].getWidth()))
1421 {
1422 return error(GL_INVALID_OPERATION);
1423 }
1424 }
1425
1426 // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
1427 unsigned int q = log2(mImageArray[0][0].getWidth());
1428 for (unsigned int f = 0; f < 6; f++)
1429 {
1430 for (unsigned int i = 1; i <= q; i++)
1431 {
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001432 redefineImage(f, i, mImageArray[f][0].getInternalFormat(),
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001433 std::max(mImageArray[f][0].getWidth() >> i, 1),
daniel@transgaming.com6452adf2012-10-17 18:22:35 +00001434 std::max(mImageArray[f][0].getWidth() >> i, 1));
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001435 }
1436 }
1437
1438 if (mTexStorage && mTexStorage->isRenderTarget())
1439 {
1440 for (unsigned int f = 0; f < 6; f++)
1441 {
1442 for (unsigned int i = 1; i <= q; i++)
1443 {
daniel@transgaming.com0ad830b2012-10-31 19:52:12 +00001444 mTexStorage->generateMipmap(f, i);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001445
1446 mImageArray[f][i].markClean();
1447 }
1448 }
1449 }
1450 else
1451 {
1452 for (unsigned int f = 0; f < 6; f++)
1453 {
1454 for (unsigned int i = 1; i <= q; i++)
1455 {
daniel@transgaming.com0ad830b2012-10-31 19:52:12 +00001456 Image::GenerateMipmap(&mImageArray[f][i], &mImageArray[f][i - 1]);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001457 }
1458 }
1459 }
1460}
1461
1462Renderbuffer *TextureCubeMap::getRenderbuffer(GLenum target)
1463{
1464 if (!IsCubemapTextureTarget(target))
1465 {
1466 return error(GL_INVALID_OPERATION, (Renderbuffer *)NULL);
1467 }
1468
1469 unsigned int face = faceIndex(target);
1470
1471 if (mFaceProxies[face] == NULL)
1472 {
daniel@transgaming.com70062c92012-11-28 19:32:30 +00001473 mFaceProxies[face] = new Renderbuffer(mRenderer, id(), new RenderbufferTextureCubeMap(this, target));
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001474 }
1475
1476 return mFaceProxies[face];
1477}
1478
1479// Increments refcount on surface.
1480// caller must Release() the returned surface
1481IDirect3DSurface9 *TextureCubeMap::getRenderTarget(GLenum target)
1482{
1483 ASSERT(IsCubemapTextureTarget(target));
1484
1485 // ensure the underlying texture is created
1486 if (getStorage(true) == NULL)
1487 {
1488 return NULL;
1489 }
1490
1491 updateTexture();
1492
daniel@transgaming.com2b5af7b2012-09-27 17:46:15 +00001493 return mTexStorage->getCubeMapSurface(target, 0, false);
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001494}
1495
daniel@transgaming.com690d8ae2012-10-31 19:52:08 +00001496int TextureCubeMap::levelCount()
1497{
1498 return mTexStorage ? mTexStorage->levelCount() - getLodOffset() : 0;
1499}
1500
daniel@transgaming.com95a758f2012-07-12 15:17:06 +00001501TextureStorage *TextureCubeMap::getStorage(bool renderTarget)
1502{
1503 if (!mTexStorage || (renderTarget && !mTexStorage->isRenderTarget()))
1504 {
1505 if (renderTarget)
1506 {
1507 convertToRenderTarget();
1508 }
1509 else
1510 {
1511 createTexture();
1512 }
1513 }
1514
1515 return mTexStorage;
1516}
1517
1518}