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//
// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Texture.h: Defines the abstract gl::Texture class and its concrete derived
// classes Texture2D and TextureCubeMap. Implements GL texture objects and
// related functionality. [OpenGL ES 2.0.24] section 3.7 page 63.
#ifndef LIBGLESV2_TEXTURE_H_
#define LIBGLESV2_TEXTURE_H_
#include <vector>
#define GL_APICALL
#include <GLES2/gl2.h>
#include <d3d9.h>
#include "common/debug.h"
#include "common/RefCountObject.h"
#include "libGLESv2/Renderbuffer.h"
#include "libGLESv2/utilities.h"
namespace egl
{
class Surface;
}
namespace gl
{
class Blit;
class Framebuffer;
enum
{
// These are the maximums the implementation can support
// The actual GL caps are limited by the device caps
// and should be queried from the Context
IMPLEMENTATION_MAX_TEXTURE_SIZE = 16384,
IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE = 16384,
IMPLEMENTATION_MAX_TEXTURE_LEVELS = 15 // 1+log2 of MAX_TEXTURE_SIZE
};
class Image
{
public:
Image();
~Image();
bool redefine(GLenum format, GLsizei width, GLsizei height, GLenum type, bool forceRelease);
void markDirty() {mDirty = true;}
void markClean() {mDirty = false;}
bool isRenderableFormat() const;
D3DFORMAT getD3DFormat() const;
GLsizei getWidth() const {return mWidth;}
GLsizei getHeight() const {return mHeight;}
GLenum getFormat() const {return mFormat;}
GLenum getType() const {return mType;}
bool isDirty() const {return mSurface && mDirty;}
IDirect3DSurface9 *getSurface();
void setManagedSurface(IDirect3DSurface9 *surface);
void updateSurface(IDirect3DSurface9 *dest, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
void loadData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum type,
GLint unpackAlignment, const void *input);
void loadAlphaData(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadAlphaDataSSE2(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadAlphaFloatData(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadAlphaHalfFloatData(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadLuminanceData(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output, bool native) const;
void loadLuminanceFloatData(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadLuminanceHalfFloatData(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadLuminanceAlphaData(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output, bool native) const;
void loadLuminanceAlphaFloatData(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadLuminanceAlphaHalfFloatData(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadRGBUByteData(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadRGB565Data(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadRGBFloatData(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadRGBHalfFloatData(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadRGBAUByteDataSSE2(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadRGBAUByteData(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadRGBA4444Data(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadRGBA5551Data(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadRGBAFloatData(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadRGBAHalfFloatData(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadBGRAData(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadCompressedData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
const void *input);
void loadDXT1Data(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadDXT3Data(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void loadDXT5Data(GLsizei width, GLsizei height,
int inputPitch, const void *input, size_t outputPitch, void *output) const;
void copy(GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, IDirect3DSurface9 *renderTarget);
private:
DISALLOW_COPY_AND_ASSIGN(Image);
void createSurface();
HRESULT lock(D3DLOCKED_RECT *lockedRect, const RECT *rect);
void unlock();
GLsizei mWidth;
GLsizei mHeight;
GLenum mFormat;
GLenum mType;
bool mDirty;
D3DPOOL mD3DPool; // can only be D3DPOOL_SYSTEMMEM or D3DPOOL_MANAGED since it needs to be lockable.
D3DFORMAT mD3DFormat;
IDirect3DSurface9 *mSurface;
};
class TextureStorage
{
public:
explicit TextureStorage(bool renderTarget);
virtual ~TextureStorage();
bool isRenderTarget() const;
bool isManaged() const;
D3DPOOL getPool() const;
unsigned int getTextureSerial() const;
virtual unsigned int getRenderTargetSerial(GLenum target) const = 0;
private:
DISALLOW_COPY_AND_ASSIGN(TextureStorage);
const bool mRenderTarget;
const D3DPOOL mD3DPool;
const unsigned int mTextureSerial;
static unsigned int issueTextureSerial();
static unsigned int mCurrentTextureSerial;
};
class Texture : public RefCountObject
{
public:
explicit Texture(GLuint id);
virtual ~Texture();
virtual void addProxyRef(const Renderbuffer *proxy) = 0;
virtual void releaseProxy(const Renderbuffer *proxy) = 0;
virtual GLenum getTarget() const = 0;
bool setMinFilter(GLenum filter);
bool setMagFilter(GLenum filter);
bool setWrapS(GLenum wrap);
bool setWrapT(GLenum wrap);
bool setUsage(GLenum usage);
GLenum getMinFilter() const;
GLenum getMagFilter() const;
GLenum getWrapS() const;
GLenum getWrapT() const;
GLenum getUsage() const;
virtual bool isSamplerComplete() const = 0;
IDirect3DBaseTexture9 *getTexture();
virtual Renderbuffer *getRenderbuffer(GLenum target) = 0;
virtual void generateMipmaps() = 0;
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) = 0;
bool hasDirtyParameters() const;
bool hasDirtyImages() const;
void resetDirty();
unsigned int getTextureSerial();
unsigned int getRenderTargetSerial(GLenum target);
bool isImmutable() const;
static const GLuint INCOMPLETE_TEXTURE_ID = static_cast<GLuint>(-1); // Every texture takes an id at creation time. The value is arbitrary because it is never registered with the resource manager.
protected:
void setImage(GLint unpackAlignment, const void *pixels, Image *image);
bool subImage(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *image);
void setCompressedImage(GLsizei imageSize, const void *pixels, Image *image);
bool subImageCompressed(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels, Image *image);
GLint creationLevels(GLsizei width, GLsizei height) const;
GLint creationLevels(GLsizei size) const;
virtual IDirect3DBaseTexture9 *getBaseTexture() const = 0;
virtual void createTexture() = 0;
virtual void updateTexture() = 0;
virtual void convertToRenderTarget() = 0;
virtual IDirect3DSurface9 *getRenderTarget(GLenum target) = 0;
int levelCount() const;
static Blit *getBlitter();
static bool copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged);
GLenum mMinFilter;
GLenum mMagFilter;
GLenum mWrapS;
GLenum mWrapT;
bool mDirtyParameters;
GLenum mUsage;
bool mDirtyImages;
bool mImmutable;
private:
DISALLOW_COPY_AND_ASSIGN(Texture);
virtual TextureStorage *getStorage(bool renderTarget) = 0;
};
class TextureStorage2D : public TextureStorage
{
public:
explicit TextureStorage2D(IDirect3DTexture9 *surfaceTexture);
TextureStorage2D(int levels, D3DFORMAT format, int width, int height, bool renderTarget);
virtual ~TextureStorage2D();
IDirect3DSurface9 *getSurfaceLevel(int level);
IDirect3DBaseTexture9 *getBaseTexture() const;
virtual unsigned int getRenderTargetSerial(GLenum target) const;
private:
DISALLOW_COPY_AND_ASSIGN(TextureStorage2D);
IDirect3DTexture9 *mTexture;
const unsigned int mRenderTargetSerial;
};
class Texture2D : public Texture
{
public:
explicit Texture2D(GLuint id);
~Texture2D();
void addProxyRef(const Renderbuffer *proxy);
void releaseProxy(const Renderbuffer *proxy);
virtual GLenum getTarget() const;
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLenum getInternalFormat() const;
D3DFORMAT getD3DFormat() const;
bool isCompressed() const;
void setImage(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels);
void subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels);
void copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source);
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source);
void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
virtual bool isSamplerComplete() const;
virtual void bindTexImage(egl::Surface *surface);
virtual void releaseTexImage();
virtual void generateMipmaps();
virtual Renderbuffer *getRenderbuffer(GLenum target);
protected:
friend class RenderbufferTexture2D;
virtual IDirect3DSurface9 *getRenderTarget(GLenum target);
private:
DISALLOW_COPY_AND_ASSIGN(Texture2D);
virtual IDirect3DBaseTexture9 *getBaseTexture() const;
virtual void createTexture();
virtual void updateTexture();
virtual void convertToRenderTarget();
virtual TextureStorage *getStorage(bool renderTarget);
bool isMipmapComplete() const;
void redefineImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLenum type);
void commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
Image mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
TextureStorage2D *mTexStorage;
egl::Surface *mSurface;
// A specific internal reference count is kept for colorbuffer proxy references,
// because, as the renderbuffer acting as proxy will maintain a binding pointer
// back to this texture, there would be a circular reference if we used a binding
// pointer here. This reference count will cause the pointer to be set to NULL if
// the count drops to zero, but will not cause deletion of the Renderbuffer.
Renderbuffer *mColorbufferProxy;
unsigned int mProxyRefs;
};
class TextureStorageCubeMap : public TextureStorage
{
public:
TextureStorageCubeMap(int levels, D3DFORMAT format, int size, bool renderTarget);
virtual ~TextureStorageCubeMap();
IDirect3DSurface9 *getCubeMapSurface(GLenum faceTarget, int level);
IDirect3DBaseTexture9 *getBaseTexture() const;
virtual unsigned int getRenderTargetSerial(GLenum target) const;
private:
DISALLOW_COPY_AND_ASSIGN(TextureStorageCubeMap);
IDirect3DCubeTexture9 *mTexture;
const unsigned int mFirstRenderTargetSerial;
};
class TextureCubeMap : public Texture
{
public:
explicit TextureCubeMap(GLuint id);
~TextureCubeMap();
void addProxyRef(const Renderbuffer *proxy);
void releaseProxy(const Renderbuffer *proxy);
virtual GLenum getTarget() const;
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLenum getInternalFormat() const;
D3DFORMAT getD3DFormat() const;
bool isCompressed() const;
void setImagePosX(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void setImageNegX(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void setImagePosY(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void setImageNegY(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void setImagePosZ(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void setImageNegZ(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void setCompressedImage(GLenum face, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels);
void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels);
void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source);
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source);
void storage(GLsizei levels, GLenum internalformat, GLsizei size);
virtual bool isSamplerComplete() const;
virtual void generateMipmaps();
virtual Renderbuffer *getRenderbuffer(GLenum target);
static unsigned int faceIndex(GLenum face);
protected:
friend class RenderbufferTextureCubeMap;
virtual IDirect3DSurface9 *getRenderTarget(GLenum target);
private:
DISALLOW_COPY_AND_ASSIGN(TextureCubeMap);
virtual IDirect3DBaseTexture9 *getBaseTexture() const;
virtual void createTexture();
virtual void updateTexture();
virtual void convertToRenderTarget();
virtual TextureStorage *getStorage(bool renderTarget);
bool isCubeComplete() const;
bool isMipmapCubeComplete() const;
void setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void commitRect(int faceIndex, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
void redefineImage(int faceIndex, GLint level, GLenum format, GLsizei width, GLsizei height, GLenum type);
Image mImageArray[6][IMPLEMENTATION_MAX_TEXTURE_LEVELS];
TextureStorageCubeMap *mTexStorage;
// A specific internal reference count is kept for colorbuffer proxy references,
// because, as the renderbuffer acting as proxy will maintain a binding pointer
// back to this texture, there would be a circular reference if we used a binding
// pointer here. This reference count will cause the pointer to be set to NULL if
// the count drops to zero, but will not cause deletion of the Renderbuffer.
Renderbuffer *mFaceProxies[6];
unsigned int *mFaceProxyRefs[6];
};
}
#endif // LIBGLESV2_TEXTURE_H_