blob: e7c0db3627df92e90583e7d1034ebacc1e7e529e [file] [log] [blame]
//
// 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 "libGLESv2/Renderbuffer.h"
#include "libGLESv2/utilities.h"
#include "common/debug.h"
namespace gl
{
class Context;
class Blit;
enum
{
MAX_TEXTURE_SIZE = 2048,
MAX_CUBE_MAP_TEXTURE_SIZE = 2048,
MAX_TEXTURE_LEVELS = 12 // 1+log2 of MAX_TEXTURE_SIZE
};
class Texture
{
public:
explicit Texture(Context *context);
virtual ~Texture();
virtual GLenum getTarget() const = 0;
bool setMinFilter(GLenum filter);
bool setMagFilter(GLenum filter);
bool setWrapS(GLenum wrap);
bool setWrapT(GLenum wrap);
GLenum getMinFilter() const;
GLenum getMagFilter() const;
GLenum getWrapS() const;
GLenum getWrapT() const;
GLuint getWidth() const;
GLuint getHeight() const;
virtual bool isComplete() const = 0;
IDirect3DBaseTexture9 *getTexture();
virtual Colorbuffer *getColorbuffer(GLenum target) = 0;
virtual void generateMipmaps() = 0;
protected:
class TextureColorbufferProxy;
friend class TextureColorbufferProxy;
class TextureColorbufferProxy : public Colorbuffer
{
public:
TextureColorbufferProxy(Texture *texture, GLenum target); // target is a 2D-like texture target (GL_TEXTURE_2D or one of the cube face targets)
virtual IDirect3DSurface9 *getRenderTarget();
private:
Texture *mTexture;
GLenum mTarget;
void latchTextureInfo();
};
// Helper structure representing a single image layer
struct Image
{
Image();
~Image();
GLsizei width;
GLsizei height;
GLenum format;
bool dirty;
IDirect3DSurface9 *surface;
};
static D3DFORMAT selectFormat(GLenum format);
int imagePitch(const Image& img) const;
GLenum mMinFilter;
GLenum mMagFilter;
GLenum mWrapS;
GLenum mWrapT;
void setImage(GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *img);
void subImage(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *img);
void needRenderTarget();
// The pointer returned is weak and it is assumed the derived class will keep a strong pointer until the next createTexture() call.
virtual IDirect3DBaseTexture9 *createTexture() = 0;
virtual void updateTexture() = 0;
virtual IDirect3DBaseTexture9 *convertToRenderTarget() = 0;
virtual IDirect3DSurface9 *getRenderTarget(GLenum target) = 0;
virtual bool dirtyImageData() const = 0;
void dropTexture();
void pushTexture(IDirect3DBaseTexture9 *newTexture, bool renderable);
Blit *getBlitter();
unsigned int mWidth;
unsigned int mHeight;
private:
DISALLOW_COPY_AND_ASSIGN(Texture);
Context *mContext;
IDirect3DBaseTexture9 *mBaseTexture; // This is a weak pointer. The derived class is assumed to own a strong pointer.
bool mDirtyMetaData;
bool mIsRenderable;
void loadImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type,
GLint unpackAlignment, const void *input, std::size_t outputPitch, void *output) const;
};
class Texture2D : public Texture
{
public:
explicit Texture2D(Context *context);
~Texture2D();
GLenum getTarget() const;
void setImage(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, 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 copyImage(GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, Renderbuffer *source);
void copySubImage(GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Renderbuffer *source);
bool isComplete() const;
virtual void generateMipmaps();
virtual Colorbuffer *getColorbuffer(GLenum target);
private:
DISALLOW_COPY_AND_ASSIGN(Texture2D);
virtual IDirect3DBaseTexture9 *createTexture();
virtual void updateTexture();
virtual IDirect3DBaseTexture9 *convertToRenderTarget();
virtual bool dirtyImageData() const;
void commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
Image mImageArray[MAX_TEXTURE_LEVELS];
IDirect3DTexture9 *mTexture;
TextureColorbufferProxy *mColorbufferProxy;
bool redefineTexture(GLint level, GLenum internalFormat, GLsizei width, GLsizei height);
virtual IDirect3DSurface9 *getRenderTarget(GLenum target);
};
class TextureCubeMap : public Texture
{
public:
explicit TextureCubeMap(Context *context);
~TextureCubeMap();
GLenum getTarget() const;
void setImagePosX(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void setImageNegX(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void setImagePosY(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void setImageNegY(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void setImagePosZ(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void setImageNegZ(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void subImage(GLenum face, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void copyImage(GLenum face, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, Renderbuffer *source);
void copySubImage(GLenum face, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Renderbuffer *source);
bool isComplete() const;
virtual void generateMipmaps();
virtual Colorbuffer *getColorbuffer(GLenum target);
private:
DISALLOW_COPY_AND_ASSIGN(TextureCubeMap);
virtual IDirect3DBaseTexture9 *createTexture();
virtual void updateTexture();
virtual IDirect3DBaseTexture9 *convertToRenderTarget();
virtual bool dirtyImageData() const;
// faceIdentifier is 0-5 or one of the GL_TEXTURE_CUBE_MAP_* enumerants.
// Returns NULL if the call underlying Direct3D call fails.
IDirect3DSurface9 *getCubeMapSurface(unsigned int faceIdentifier, unsigned int level);
static unsigned int faceIndex(GLenum face);
bool isCubeComplete() const;
void setImage(int face, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void commitRect(GLenum faceTarget, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
bool redefineTexture(GLint level, GLenum internalFormat, GLsizei width);
Image mImageArray[6][MAX_TEXTURE_LEVELS];
IDirect3DCubeTexture9 *mTexture;
TextureColorbufferProxy *mFaceProxies[6];
virtual IDirect3DSurface9 *getRenderTarget(GLenum target);
};
}
#endif // LIBGLESV2_TEXTURE_H_