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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.cpp: Implements the gl::Texture class and its derived classes
// Texture2D and TextureCubeMap. Implements GL texture objects and related
// functionality. [OpenGL ES 2.0.24] section 3.7 page 63.
#include "libGLESv2/Texture.h"
#include <algorithm>
#include "common/debug.h"
#include "libGLESv2/main.h"
#include "libGLESv2/mathutil.h"
#include "libGLESv2/utilities.h"
#include "libGLESv2/Blit.h"
namespace gl
{
Texture::Image::Image()
: width(0), height(0), dirty(false), surface(NULL), format(GL_NONE)
{
}
Texture::Image::~Image()
{
if (surface) surface->Release();
}
Texture::Texture(GLuint id) : RefCountObject(id)
{
mMinFilter = GL_NEAREST_MIPMAP_LINEAR;
mMagFilter = GL_LINEAR;
mWrapS = GL_REPEAT;
mWrapT = GL_REPEAT;
mWidth = 0;
mHeight = 0;
mDirtyMetaData = true;
mDirty = true;
mIsRenderable = false;
mType = GL_UNSIGNED_BYTE;
mBaseTexture = NULL;
}
Texture::~Texture()
{
}
Blit *Texture::getBlitter()
{
Context *context = getContext();
return context->getBlitter();
}
// Returns true on successful filter state update (valid enum parameter)
bool Texture::setMinFilter(GLenum filter)
{
switch (filter)
{
case GL_NEAREST:
case GL_LINEAR:
case GL_NEAREST_MIPMAP_NEAREST:
case GL_LINEAR_MIPMAP_NEAREST:
case GL_NEAREST_MIPMAP_LINEAR:
case GL_LINEAR_MIPMAP_LINEAR:
{
if (mMinFilter != filter)
{
mMinFilter = filter;
mDirty = true;
}
return true;
}
default:
return false;
}
}
// Returns true on successful filter state update (valid enum parameter)
bool Texture::setMagFilter(GLenum filter)
{
switch (filter)
{
case GL_NEAREST:
case GL_LINEAR:
{
if (mMagFilter != filter)
{
mMagFilter = filter;
mDirty = true;
}
return true;
}
default:
return false;
}
}
// Returns true on successful wrap state update (valid enum parameter)
bool Texture::setWrapS(GLenum wrap)
{
switch (wrap)
{
case GL_REPEAT:
case GL_CLAMP_TO_EDGE:
case GL_MIRRORED_REPEAT:
{
if (mWrapS != wrap)
{
mWrapS = wrap;
mDirty = true;
}
return true;
}
default:
return false;
}
}
// Returns true on successful wrap state update (valid enum parameter)
bool Texture::setWrapT(GLenum wrap)
{
switch (wrap)
{
case GL_REPEAT:
case GL_CLAMP_TO_EDGE:
case GL_MIRRORED_REPEAT:
{
if (mWrapT != wrap)
{
mWrapT = wrap;
mDirty = true;
}
return true;
}
default:
return false;
}
}
GLenum Texture::getMinFilter() const
{
return mMinFilter;
}
GLenum Texture::getMagFilter() const
{
return mMagFilter;
}
GLenum Texture::getWrapS() const
{
return mWrapS;
}
GLenum Texture::getWrapT() const
{
return mWrapT;
}
GLuint Texture::getWidth() const
{
return mWidth;
}
GLuint Texture::getHeight() const
{
return mHeight;
}
bool Texture::isFloatingPoint() const
{
return (mType == GL_FLOAT || mType == GL_HALF_FLOAT_OES);
}
bool Texture::isRenderableFormat() const
{
D3DFORMAT format = getD3DFormat();
switch(format)
{
case D3DFMT_L8:
case D3DFMT_A8L8:
case D3DFMT_DXT1:
return false;
case D3DFMT_A8R8G8B8:
case D3DFMT_A16B16G16R16F:
case D3DFMT_A32B32G32R32F:
return true;
default:
UNREACHABLE();
}
return false;
}
// Selects an internal Direct3D 9 format for storing an Image
D3DFORMAT Texture::selectFormat(GLenum format, GLenum type)
{
if (format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ||
format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT)
{
return D3DFMT_DXT1;
}
else if (type == GL_FLOAT)
{
return D3DFMT_A32B32G32R32F;
}
else if (type == GL_HALF_FLOAT_OES)
{
return D3DFMT_A16B16G16R16F;
}
else if (type == GL_UNSIGNED_BYTE)
{
if (format == GL_LUMINANCE && getContext()->supportsLuminanceTextures())
{
return D3DFMT_L8;
}
else if (format == GL_LUMINANCE_ALPHA && getContext()->supportsLuminanceAlphaTextures())
{
return D3DFMT_A8L8;
}
return D3DFMT_A8R8G8B8;
}
return D3DFMT_A8R8G8B8;
}
// Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as format/type at input
// into the target pixel rectangle at output with outputPitch bytes in between each line.
void Texture::loadImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type,
GLint unpackAlignment, const void *input, size_t outputPitch, void *output, D3DSURFACE_DESC *description) const
{
GLsizei inputPitch = ComputePitch(width, format, type, unpackAlignment);
switch (type)
{
case GL_UNSIGNED_BYTE:
switch (format)
{
case GL_ALPHA:
loadAlphaImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
break;
case GL_LUMINANCE:
loadLuminanceImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output, description->Format == D3DFMT_L8);
break;
case GL_LUMINANCE_ALPHA:
loadLuminanceAlphaImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output, description->Format == D3DFMT_A8L8);
break;
case GL_RGB:
loadRGBUByteImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
break;
case GL_RGBA:
loadRGBAUByteImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
break;
case GL_BGRA_EXT:
loadBGRAImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
break;
default: UNREACHABLE();
}
break;
case GL_UNSIGNED_SHORT_5_6_5:
switch (format)
{
case GL_RGB:
loadRGB565ImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
break;
default: UNREACHABLE();
}
break;
case GL_UNSIGNED_SHORT_4_4_4_4:
switch (format)
{
case GL_RGBA:
loadRGBA4444ImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
break;
default: UNREACHABLE();
}
break;
case GL_UNSIGNED_SHORT_5_5_5_1:
switch (format)
{
case GL_RGBA:
loadRGBA5551ImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
break;
default: UNREACHABLE();
}
break;
case GL_FLOAT:
switch (format)
{
// float textures are converted to RGBA, not BGRA, as they're stored that way in D3D
case GL_ALPHA:
loadAlphaFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
break;
case GL_LUMINANCE:
loadLuminanceFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
break;
case GL_LUMINANCE_ALPHA:
loadLuminanceAlphaFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
break;
case GL_RGB:
loadRGBFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
break;
case GL_RGBA:
loadRGBAFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
break;
default: UNREACHABLE();
}
break;
case GL_HALF_FLOAT_OES:
switch (format)
{
// float textures are converted to RGBA, not BGRA, as they're stored that way in D3D
case GL_ALPHA:
loadAlphaHalfFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
break;
case GL_LUMINANCE:
loadLuminanceHalfFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
break;
case GL_LUMINANCE_ALPHA:
loadLuminanceAlphaHalfFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
break;
case GL_RGB:
loadRGBHalfFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
break;
case GL_RGBA:
loadRGBAHalfFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
break;
default: UNREACHABLE();
}
break;
default: UNREACHABLE();
}
}
void Texture::loadAlphaImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
size_t inputPitch, const void *input, size_t outputPitch, void *output) const
{
const unsigned char *source = NULL;
unsigned char *dest = NULL;
for (int y = 0; y < height; y++)
{
source = static_cast<const unsigned char*>(input) + y * inputPitch;
dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 4;
for (int x = 0; x < width; x++)
{
dest[4 * x + 0] = 0;
dest[4 * x + 1] = 0;
dest[4 * x + 2] = 0;
dest[4 * x + 3] = source[x];
}
}
}
void Texture::loadAlphaFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
size_t inputPitch, const void *input, size_t outputPitch, void *output) const
{
const float *source = NULL;
float *dest = NULL;
for (int y = 0; y < height; y++)
{
source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch);
dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 16);
for (int x = 0; x < width; x++)
{
dest[4 * x + 0] = 0;
dest[4 * x + 1] = 0;
dest[4 * x + 2] = 0;
dest[4 * x + 3] = source[x];
}
}
}
void Texture::loadAlphaHalfFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
size_t inputPitch, const void *input, size_t outputPitch, void *output) const
{
const unsigned short *source = NULL;
unsigned short *dest = NULL;
for (int y = 0; y < height; y++)
{
source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
dest = reinterpret_cast<unsigned short*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 8);
for (int x = 0; x < width; x++)
{
dest[4 * x + 0] = 0;
dest[4 * x + 1] = 0;
dest[4 * x + 2] = 0;
dest[4 * x + 3] = source[x];
}
}
}
void Texture::loadLuminanceImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
size_t inputPitch, const void *input, size_t outputPitch, void *output, bool native) const
{
const unsigned char *source = NULL;
unsigned char *dest = NULL;
for (int y = 0; y < height; y++)
{
source = static_cast<const unsigned char*>(input) + y * inputPitch;
dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 4;
if (!native) // BGRA8 destination format
{
for (int x = 0; x < width; x++)
{
dest[4 * x + 0] = source[x];
dest[4 * x + 1] = source[x];
dest[4 * x + 2] = source[x];
dest[4 * x + 3] = 0xFF;
}
}
else // L8 destination format
{
memcpy(dest, source, width);
}
}
}
void Texture::loadLuminanceFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
size_t inputPitch, const void *input, size_t outputPitch, void *output) const
{
const float *source = NULL;
float *dest = NULL;
for (int y = 0; y < height; y++)
{
source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch);
dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 16);
for (int x = 0; x < width; x++)
{
dest[4 * x + 0] = source[x];
dest[4 * x + 1] = source[x];
dest[4 * x + 2] = source[x];
dest[4 * x + 3] = 1.0f;
}
}
}
void Texture::loadLuminanceHalfFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
size_t inputPitch, const void *input, size_t outputPitch, void *output) const
{
const unsigned short *source = NULL;
unsigned short *dest = NULL;
for (int y = 0; y < height; y++)
{
source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
dest = reinterpret_cast<unsigned short*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 8);
for (int x = 0; x < width; x++)
{
dest[4 * x + 0] = source[x];
dest[4 * x + 1] = source[x];
dest[4 * x + 2] = source[x];
dest[4 * x + 3] = 0x3C00; // SEEEEEMMMMMMMMMM, S = 0, E = 15, M = 0: 16bit flpt representation of 1
}
}
}
void Texture::loadLuminanceAlphaImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
size_t inputPitch, const void *input, size_t outputPitch, void *output, bool native) const
{
const unsigned char *source = NULL;
unsigned char *dest = NULL;
for (int y = 0; y < height; y++)
{
source = static_cast<const unsigned char*>(input) + y * inputPitch;
dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 4;
if (!native) // BGRA8 destination format
{
for (int x = 0; x < width; x++)
{
dest[4 * x + 0] = source[2*x+0];
dest[4 * x + 1] = source[2*x+0];
dest[4 * x + 2] = source[2*x+0];
dest[4 * x + 3] = source[2*x+1];
}
}
else
{
memcpy(dest, source, width * 2);
}
}
}
void Texture::loadLuminanceAlphaFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
size_t inputPitch, const void *input, size_t outputPitch, void *output) const
{
const float *source = NULL;
float *dest = NULL;
for (int y = 0; y < height; y++)
{
source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch);
dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 16);
for (int x = 0; x < width; x++)
{
dest[4 * x + 0] = source[2*x+0];
dest[4 * x + 1] = source[2*x+0];
dest[4 * x + 2] = source[2*x+0];
dest[4 * x + 3] = source[2*x+1];
}
}
}
void Texture::loadLuminanceAlphaHalfFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
size_t inputPitch, const void *input, size_t outputPitch, void *output) const
{
const unsigned short *source = NULL;
unsigned short *dest = NULL;
for (int y = 0; y < height; y++)
{
source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
dest = reinterpret_cast<unsigned short*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 8);
for (int x = 0; x < width; x++)
{
dest[4 * x + 0] = source[2*x+0];
dest[4 * x + 1] = source[2*x+0];
dest[4 * x + 2] = source[2*x+0];
dest[4 * x + 3] = source[2*x+1];
}
}
}
void Texture::loadRGBUByteImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
size_t inputPitch, const void *input, size_t outputPitch, void *output) const
{
const unsigned char *source = NULL;
unsigned char *dest = NULL;
for (int y = 0; y < height; y++)
{
source = static_cast<const unsigned char*>(input) + y * inputPitch;
dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 4;
for (int x = 0; x < width; x++)
{
dest[4 * x + 0] = source[x * 3 + 2];
dest[4 * x + 1] = source[x * 3 + 1];
dest[4 * x + 2] = source[x * 3 + 0];
dest[4 * x + 3] = 0xFF;
}
}
}
void Texture::loadRGB565ImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
size_t inputPitch, const void *input, size_t outputPitch, void *output) const
{
const unsigned short *source = NULL;
unsigned char *dest = NULL;
for (int y = 0; y < height; y++)
{
source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 4;
for (int x = 0; x < width; x++)
{
unsigned short rgba = source[x];
dest[4 * x + 0] = ((rgba & 0x001F) << 3) | ((rgba & 0x001F) >> 2);
dest[4 * x + 1] = ((rgba & 0x07E0) >> 3) | ((rgba & 0x07E0) >> 9);
dest[4 * x + 2] = ((rgba & 0xF800) >> 8) | ((rgba & 0xF800) >> 13);
dest[4 * x + 3] = 0xFF;
}
}
}
void Texture::loadRGBFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
size_t inputPitch, const void *input, size_t outputPitch, void *output) const
{
const float *source = NULL;
float *dest = NULL;
for (int y = 0; y < height; y++)
{
source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch);
dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 16);
for (int x = 0; x < width; x++)
{
dest[4 * x + 0] = source[x * 3 + 0];
dest[4 * x + 1] = source[x * 3 + 1];
dest[4 * x + 2] = source[x * 3 + 2];
dest[4 * x + 3] = 1.0f;
}
}
}
void Texture::loadRGBHalfFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
size_t inputPitch, const void *input, size_t outputPitch, void *output) const
{
const unsigned short *source = NULL;
unsigned short *dest = NULL;
for (int y = 0; y < height; y++)
{
source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
dest = reinterpret_cast<unsigned short*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 8);
for (int x = 0; x < width; x++)
{
dest[4 * x + 0] = source[x * 3 + 0];
dest[4 * x + 1] = source[x * 3 + 1];
dest[4 * x + 2] = source[x * 3 + 2];
dest[4 * x + 3] = 0x3C00; // SEEEEEMMMMMMMMMM, S = 0, E = 15, M = 0: 16bit flpt representation of 1
}
}
}
void Texture::loadRGBAUByteImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
size_t inputPitch, const void *input, size_t outputPitch, void *output) const
{
const unsigned char *source = NULL;
unsigned char *dest = NULL;
for (int y = 0; y < height; y++)
{
source = static_cast<const unsigned char*>(input) + y * inputPitch;
dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 4;
for (int x = 0; x < width; x++)
{
dest[4 * x + 0] = source[x * 4 + 2];
dest[4 * x + 1] = source[x * 4 + 1];
dest[4 * x + 2] = source[x * 4 + 0];
dest[4 * x + 3] = source[x * 4 + 3];
}
}
}
void Texture::loadRGBA4444ImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
size_t inputPitch, const void *input, size_t outputPitch, void *output) const
{
const unsigned short *source = NULL;
unsigned char *dest = NULL;
for (int y = 0; y < height; y++)
{
source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 4;
for (int x = 0; x < width; x++)
{
unsigned short rgba = source[x];
dest[4 * x + 0] = ((rgba & 0x00F0) << 0) | ((rgba & 0x00F0) >> 4);
dest[4 * x + 1] = ((rgba & 0x0F00) >> 4) | ((rgba & 0x0F00) >> 8);
dest[4 * x + 2] = ((rgba & 0xF000) >> 8) | ((rgba & 0xF000) >> 12);
dest[4 * x + 3] = ((rgba & 0x000F) << 4) | ((rgba & 0x000F) >> 0);
}
}
}
void Texture::loadRGBA5551ImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
size_t inputPitch, const void *input, size_t outputPitch, void *output) const
{
const unsigned short *source = NULL;
unsigned char *dest = NULL;
for (int y = 0; y < height; y++)
{
source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 4;
for (int x = 0; x < width; x++)
{
unsigned short rgba = source[x];
dest[4 * x + 0] = ((rgba & 0x003E) << 2) | ((rgba & 0x003E) >> 3);
dest[4 * x + 1] = ((rgba & 0x07C0) >> 3) | ((rgba & 0x07C0) >> 8);
dest[4 * x + 2] = ((rgba & 0xF800) >> 8) | ((rgba & 0xF800) >> 13);
dest[4 * x + 3] = (rgba & 0x0001) ? 0xFF : 0;
}
}
}
void Texture::loadRGBAFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
size_t inputPitch, const void *input, size_t outputPitch, void *output) const
{
const float *source = NULL;
float *dest = NULL;
for (int y = 0; y < height; y++)
{
source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch);
dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 16);
memcpy(dest, source, width * 16);
}
}
void Texture::loadRGBAHalfFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
size_t inputPitch, const void *input, size_t outputPitch, void *output) const
{
const unsigned char *source = NULL;
unsigned char *dest = NULL;
for (int y = 0; y < height; y++)
{
source = static_cast<const unsigned char*>(input) + y * inputPitch;
dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 8;
memcpy(dest, source, width * 8);
}
}
void Texture::loadBGRAImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
size_t inputPitch, const void *input, size_t outputPitch, void *output) const
{
const unsigned char *source = NULL;
unsigned char *dest = NULL;
for (int y = 0; y < height; y++)
{
source = static_cast<const unsigned char*>(input) + y * inputPitch;
dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 4;
memcpy(dest, source, width*4);
}
}
void Texture::createSurface(GLsizei width, GLsizei height, GLenum format, GLenum type, Image *img)
{
IDirect3DTexture9 *newTexture = NULL;
IDirect3DSurface9 *newSurface = NULL;
if (width != 0 && height != 0)
{
int levelToFetch = 0;
GLsizei requestWidth = width;
GLsizei requestHeight = height;
if (IsCompressed(format) && (width % 4 != 0 || height % 4 != 0))
{
bool isMult4 = false;
int upsampleCount = 0;
while (!isMult4)
{
requestWidth <<= 1;
requestHeight <<= 1;
upsampleCount++;
if (requestWidth % 4 == 0 && requestHeight % 4 == 0)
{
isMult4 = true;
}
}
levelToFetch = upsampleCount;
}
HRESULT result = getDevice()->CreateTexture(requestWidth, requestHeight, levelToFetch + 1, NULL, selectFormat(format, type),
D3DPOOL_SYSTEMMEM, &newTexture, NULL);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
return error(GL_OUT_OF_MEMORY);
}
newTexture->GetSurfaceLevel(levelToFetch, &newSurface);
newTexture->Release();
}
if (img->surface) img->surface->Release();
img->surface = newSurface;
img->width = width;
img->height = height;
img->format = format;
}
void Texture::setImage(GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *img)
{
createSurface(width, height, format, type, img);
if (pixels != NULL && img->surface != NULL)
{
D3DSURFACE_DESC description;
img->surface->GetDesc(&description);
D3DLOCKED_RECT locked;
HRESULT result = img->surface->LockRect(&locked, NULL, 0);
ASSERT(SUCCEEDED(result));
if (SUCCEEDED(result))
{
loadImageData(0, 0, width, height, format, type, unpackAlignment, pixels, locked.Pitch, locked.pBits, &description);
img->surface->UnlockRect();
}
img->dirty = true;
}
mDirtyMetaData = true;
}
void Texture::setCompressedImage(GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels, Image *img)
{
createSurface(width, height, format, GL_UNSIGNED_BYTE, img);
if (pixels != NULL && img->surface != NULL)
{
D3DLOCKED_RECT locked;
HRESULT result = img->surface->LockRect(&locked, NULL, 0);
ASSERT(SUCCEEDED(result));
if (SUCCEEDED(result))
{
memcpy(locked.pBits, pixels, imageSize);
img->surface->UnlockRect();
}
img->dirty = true;
}
mDirtyMetaData = true;
}
bool Texture::subImage(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *img)
{
if (width + xoffset > img->width || height + yoffset > img->height)
{
error(GL_INVALID_VALUE);
return false;
}
if (!img->surface)
{
createSurface(img->width, img->height, format, type, img);
}
if (pixels != NULL && img->surface != NULL)
{
D3DSURFACE_DESC description;
img->surface->GetDesc(&description);
D3DLOCKED_RECT locked;
HRESULT result = img->surface->LockRect(&locked, NULL, 0);
ASSERT(SUCCEEDED(result));
if (SUCCEEDED(result))
{
loadImageData(xoffset, yoffset, width, height, format, type, unpackAlignment, pixels, locked.Pitch, locked.pBits, &description);
img->surface->UnlockRect();
}
img->dirty = true;
}
return true;
}
bool Texture::subImageCompressed(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels, Image *img)
{
if (width + xoffset > img->width || height + yoffset > img->height)
{
error(GL_INVALID_VALUE);
return false;
}
if (format != getFormat())
{
error(GL_INVALID_OPERATION);
return false;
}
if (!img->surface)
{
createSurface(img->width, img->height, format, GL_UNSIGNED_BYTE, img);
}
if (pixels != NULL && img->surface != NULL)
{
RECT updateRegion;
updateRegion.left = xoffset;
updateRegion.right = xoffset + width;
updateRegion.bottom = yoffset + height;
updateRegion.top = yoffset;
D3DLOCKED_RECT locked;
HRESULT result = img->surface->LockRect(&locked, &updateRegion, 0);
ASSERT(SUCCEEDED(result));
if (SUCCEEDED(result))
{
GLsizei inputPitch = ComputeCompressedPitch(width, format);
int rows = imageSize / inputPitch;
for (int i = 0; i < rows; ++i)
{
memcpy((void*)((BYTE*)locked.pBits + i * locked.Pitch), (void*)((BYTE*)pixels + i * inputPitch), inputPitch);
}
img->surface->UnlockRect();
}
img->dirty = true;
}
return true;
}
// This implements glCopyTex[Sub]Image2D for non-renderable internal texture formats
void Texture::copyNonRenderable(Image *image, GLenum internalFormat, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, IDirect3DSurface9 *renderTarget)
{
IDirect3DDevice9 *device = getDevice();
IDirect3DSurface9 *surface = NULL;
D3DSURFACE_DESC description;
renderTarget->GetDesc(&description);
HRESULT result = device->CreateOffscreenPlainSurface(description.Width, description.Height, description.Format, D3DPOOL_SYSTEMMEM, &surface, NULL);
if (!SUCCEEDED(result))
{
ERR("Could not create matching destination surface.");
return error(GL_OUT_OF_MEMORY);
}
result = device->GetRenderTargetData(renderTarget, surface);
if (!SUCCEEDED(result))
{
ERR("GetRenderTargetData unexpectedly failed.");
surface->Release();
return error(GL_OUT_OF_MEMORY);
}
D3DLOCKED_RECT sourceLock = {0};
RECT sourceRect = {x, y, x + width, y + height};
result = surface->LockRect(&sourceLock, &sourceRect, 0);
if (FAILED(result))
{
ERR("Failed to lock the source surface (rectangle might be invalid).");
surface->UnlockRect();
surface->Release();
return error(GL_OUT_OF_MEMORY);
}
if (!image->surface)
{
createSurface(width, height, internalFormat, mType, image);
}
if (image->surface == NULL)
{
ERR("Failed to create an image surface.");
surface->UnlockRect();
surface->Release();
return error(GL_OUT_OF_MEMORY);
}
D3DLOCKED_RECT destLock = {0};
RECT destRect = {xoffset, yoffset, xoffset + width, yoffset + height};
result = image->surface->LockRect(&destLock, &destRect, 0);
if (FAILED(result))
{
ERR("Failed to lock the destination surface (rectangle might be invalid).");
surface->UnlockRect();
surface->Release();
return error(GL_OUT_OF_MEMORY);
}
if (destLock.pBits && sourceLock.pBits)
{
unsigned char *source = (unsigned char*)sourceLock.pBits;
unsigned char *dest = (unsigned char*)destLock.pBits;
switch (description.Format)
{
case D3DFMT_X8R8G8B8:
case D3DFMT_A8R8G8B8:
switch(getD3DFormat())
{
case D3DFMT_L8:
for(int y = 0; y < height; y++)
{
for(int x = 0; x < height; x++)
{
dest[x] = source[x * 4 + 2];
}
source += sourceLock.Pitch;
dest += destLock.Pitch;
}
break;
case D3DFMT_A8L8:
for(int y = 0; y < height; y++)
{
for(int x = 0; x < height; x++)
{
dest[x * 2 + 0] = source[x * 4 + 2];
dest[x * 2 + 1] = source[x * 4 + 3];
}
source += sourceLock.Pitch;
dest += destLock.Pitch;
}
break;
default:
UNREACHABLE();
}
break;
case D3DFMT_R5G6B5:
switch(getD3DFormat())
{
case D3DFMT_L8:
for(int y = 0; y < height; y++)
{
for(int x = 0; x < height; x++)
{
unsigned char red = source[x * 2 + 1] & 0xF8;
dest[x] = red | (red >> 5);
}
source += sourceLock.Pitch;
dest += destLock.Pitch;
}
break;
default:
UNREACHABLE();
}
break;
default:
UNREACHABLE();
}
image->dirty = true;
mDirtyMetaData = true;
}
image->surface->UnlockRect();
surface->UnlockRect();
surface->Release();
}
D3DFORMAT Texture::getD3DFormat() const
{
return selectFormat(getFormat(), mType);
}
IDirect3DBaseTexture9 *Texture::getTexture()
{
if (!isComplete())
{
return NULL;
}
if (mDirtyMetaData)
{
mBaseTexture = createTexture();
mIsRenderable = false;
}
if (mDirtyMetaData || dirtyImageData())
{
updateTexture();
}
mDirtyMetaData = false;
ASSERT(!dirtyImageData());
return mBaseTexture;
}
bool Texture::isDirty() const
{
return (mDirty || mDirtyMetaData || dirtyImageData());
}
// Returns the top-level texture surface as a render target
void Texture::needRenderTarget()
{
if (!mIsRenderable)
{
mBaseTexture = convertToRenderTarget();
mIsRenderable = true;
}
if (dirtyImageData())
{
updateTexture();
}
mDirtyMetaData = false;
}
void Texture::dropTexture()
{
if (mBaseTexture)
{
mBaseTexture = NULL;
}
mIsRenderable = false;
}
void Texture::pushTexture(IDirect3DBaseTexture9 *newTexture, bool renderable)
{
mBaseTexture = newTexture;
mDirtyMetaData = false;
mIsRenderable = renderable;
mDirty = true;
}
GLint Texture::creationLevels(GLsizei width, GLsizei height, GLint maxlevel) const
{
if (isPow2(width) && isPow2(height))
{
return maxlevel;
}
else
{
// OpenGL ES 2.0 without GL_OES_texture_npot does not permit NPOT mipmaps.
return 1;
}
}
GLint Texture::creationLevels(GLsizei size, GLint maxlevel) const
{
return creationLevels(size, size, maxlevel);
}
int Texture::levelCount() const
{
return mBaseTexture ? mBaseTexture->GetLevelCount() : 0;
}
Texture2D::Texture2D(GLuint id) : Texture(id)
{
mTexture = NULL;
}
Texture2D::~Texture2D()
{
mColorbufferProxy.set(NULL);
if (mTexture)
{
mTexture->Release();
mTexture = NULL;
}
}
GLenum Texture2D::getTarget() const
{
return GL_TEXTURE_2D;
}
GLenum Texture2D::getFormat() const
{
return mImageArray[0].format;
}
// While OpenGL doesn't check texture consistency until draw-time, D3D9 requires a complete texture
// for render-to-texture (such as CopyTexImage). We have no way of keeping individual inconsistent levels.
// Call this when a particular level of the texture must be defined with a specific format, width and height.
//
// Returns true if the existing texture was unsuitable and had to be destroyed. If so, it will also set
// a new height and width for the texture by working backwards from the given width and height.
bool Texture2D::redefineTexture(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum type)
{
bool widthOkay = (mWidth >> level == width);
bool heightOkay = (mHeight >> level == height);
bool sizeOkay = ((widthOkay && heightOkay)
|| (widthOkay && mHeight >> level == 0 && height == 1)
|| (heightOkay && mWidth >> level == 0 && width == 1));
bool typeOkay = (type == mType);
bool textureOkay = (sizeOkay && typeOkay && internalFormat == mImageArray[0].format);
if (!textureOkay)
{
TRACE("Redefining 2D texture (%d, 0x%04X, %d, %d => 0x%04X, %d, %d).", level,
mImageArray[0].format, mWidth, mHeight,
internalFormat, width, height);
// Purge all the levels and the texture.
for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
if (mImageArray[i].surface != NULL)
{
mImageArray[i].dirty = false;
mImageArray[i].surface->Release();
mImageArray[i].surface = NULL;
}
}
if (mTexture != NULL)
{
mTexture->Release();
mTexture = NULL;
dropTexture();
}
mWidth = width << level;
mHeight = height << level;
mImageArray[0].format = internalFormat;
mType = type;
}
return !textureOkay;
}
void Texture2D::setImage(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
{
redefineTexture(level, internalFormat, width, height, type);
Texture::setImage(width, height, format, type, unpackAlignment, pixels, &mImageArray[level]);
}
void Texture2D::setCompressedImage(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
{
redefineTexture(level, internalFormat, width, height, GL_UNSIGNED_BYTE);
Texture::setCompressedImage(width, height, internalFormat, imageSize, pixels, &mImageArray[level]);
}
void Texture2D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
{
ASSERT(mImageArray[level].surface != NULL);
if (level < levelCount())
{
IDirect3DSurface9 *destLevel = NULL;
HRESULT result = mTexture->GetSurfaceLevel(level, &destLevel);
ASSERT(SUCCEEDED(result));
if (SUCCEEDED(result))
{
Image *img = &mImageArray[level];
RECT sourceRect;
sourceRect.left = xoffset;
sourceRect.top = yoffset;
sourceRect.right = xoffset + width;
sourceRect.bottom = yoffset + height;
POINT destPoint;
destPoint.x = xoffset;
destPoint.y = yoffset;
result = getDevice()->UpdateSurface(img->surface, &sourceRect, destLevel, &destPoint);
ASSERT(SUCCEEDED(result));
destLevel->Release();
img->dirty = false;
}
}
}
void Texture2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
{
if (Texture::subImage(xoffset, yoffset, width, height, format, type, unpackAlignment, pixels, &mImageArray[level]))
{
commitRect(level, xoffset, yoffset, width, height);
}
}
void Texture2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
{
if (Texture::subImageCompressed(xoffset, yoffset, width, height, format, imageSize, pixels, &mImageArray[level]))
{
commitRect(level, xoffset, yoffset, width, height);
}
}
void Texture2D::copyImage(GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, RenderbufferStorage *source)
{
IDirect3DSurface9 *renderTarget = source->getRenderTarget();
if (!renderTarget)
{
ERR("Failed to retrieve the render target.");
return error(GL_OUT_OF_MEMORY);
}
bool redefined = redefineTexture(level, internalFormat, width, height, mType);
if (!isRenderableFormat())
{
copyNonRenderable(&mImageArray[level], internalFormat, 0, 0, x, y, width, height, renderTarget);
}
else
{
if (redefined)
{
convertToRenderTarget();
pushTexture(mTexture, true);
}
else
{
needRenderTarget();
}
if (width != 0 && height != 0 && level < levelCount())
{
RECT sourceRect;
sourceRect.left = x;
sourceRect.right = x + width;
sourceRect.top = y;
sourceRect.bottom = y + height;
IDirect3DSurface9 *dest;
HRESULT hr = mTexture->GetSurfaceLevel(level, &dest);
getBlitter()->formatConvert(source->getRenderTarget(), sourceRect, internalFormat, 0, 0, dest);
dest->Release();
}
}
mImageArray[level].width = width;
mImageArray[level].height = height;
mImageArray[level].format = internalFormat;
}
void Texture2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, RenderbufferStorage *source)
{
if (xoffset + width > mImageArray[level].width || yoffset + height > mImageArray[level].height)
{
return error(GL_INVALID_VALUE);
}
IDirect3DSurface9 *renderTarget = source->getRenderTarget();
if (!renderTarget)
{
ERR("Failed to retrieve the render target.");
return error(GL_OUT_OF_MEMORY);
}
bool redefined = redefineTexture(0, mImageArray[0].format, mImageArray[0].width, mImageArray[0].height, mType);
if (!isRenderableFormat())
{
copyNonRenderable(&mImageArray[level], getFormat(), xoffset, yoffset, x, y, width, height, renderTarget);
}
else
{
if (redefined)
{
convertToRenderTarget();
pushTexture(mTexture, true);
}
else
{
needRenderTarget();
}
if (level < levelCount())
{
RECT sourceRect;
sourceRect.left = x;
sourceRect.right = x + width;
sourceRect.top = y;
sourceRect.bottom = y + height;
IDirect3DSurface9 *dest;
HRESULT hr = mTexture->GetSurfaceLevel(level, &dest);
getBlitter()->formatConvert(source->getRenderTarget(), sourceRect, mImageArray[0].format, xoffset, yoffset, dest);
dest->Release();
}
}
}
// Tests for GL texture object completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
bool Texture2D::isComplete() const
{
GLsizei width = mImageArray[0].width;
GLsizei height = mImageArray[0].height;
if (width <= 0 || height <= 0)
{
return false;
}
bool mipmapping = false;
switch (mMinFilter)
{
case GL_NEAREST:
case GL_LINEAR:
mipmapping = false;
break;
case GL_NEAREST_MIPMAP_NEAREST:
case GL_LINEAR_MIPMAP_NEAREST:
case GL_NEAREST_MIPMAP_LINEAR:
case GL_LINEAR_MIPMAP_LINEAR:
mipmapping = true;
break;
default: UNREACHABLE();
}
if ((getFormat() == GL_FLOAT && !getContext()->supportsFloatLinearFilter()) ||
(getFormat() == GL_HALF_FLOAT_OES && !getContext()->supportsHalfFloatLinearFilter()))
{
if (mMagFilter != GL_NEAREST || (mMinFilter != GL_NEAREST && mMinFilter != GL_NEAREST_MIPMAP_NEAREST))
{
return false;
}
}
if ((getWrapS() != GL_CLAMP_TO_EDGE && !isPow2(width))
|| (getWrapT() != GL_CLAMP_TO_EDGE && !isPow2(height)))
{
return false;
}
if (mipmapping)
{
if (!isPow2(width) || !isPow2(height))
{
return false;
}
int q = log2(std::max(width, height));
for (int level = 1; level <= q; level++)
{
if (mImageArray[level].format != mImageArray[0].format)
{
return false;
}
if (mImageArray[level].width != std::max(1, width >> level))
{
return false;
}
if (mImageArray[level].height != std::max(1, height >> level))
{
return false;
}
}
}
return true;
}
bool Texture2D::isCompressed() const
{
return IsCompressed(getFormat());
}
// Constructs a Direct3D 9 texture resource from the texture images, or returns an existing one
IDirect3DBaseTexture9 *Texture2D::createTexture()
{
IDirect3DTexture9 *texture;
IDirect3DDevice9 *device = getDevice();
D3DFORMAT format = selectFormat(mImageArray[0].format, mType);
HRESULT result = device->CreateTexture(mWidth, mHeight, creationLevels(mWidth, mHeight, 0), 0, format, D3DPOOL_DEFAULT, &texture, NULL);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
}
if (mTexture) mTexture->Release();
mTexture = texture;
return texture;
}
void Texture2D::updateTexture()
{
IDirect3DDevice9 *device = getDevice();
int levels = levelCount();
for (int level = 0; level < levels; level++)
{
if (mImageArray[level].dirty)
{
IDirect3DSurface9 *levelSurface = NULL;
HRESULT result = mTexture->GetSurfaceLevel(level, &levelSurface);
ASSERT(SUCCEEDED(result));
if (SUCCEEDED(result))
{
result = device->UpdateSurface(mImageArray[level].surface, NULL, levelSurface, NULL);
ASSERT(SUCCEEDED(result));
levelSurface->Release();
mImageArray[level].dirty = false;
}
}
}
}
IDirect3DBaseTexture9 *Texture2D::convertToRenderTarget()
{
IDirect3DTexture9 *texture = NULL;
if (mWidth != 0 && mHeight != 0)
{
egl::Display *display = getDisplay();
IDirect3DDevice9 *device = getDevice();
D3DFORMAT format = selectFormat(mImageArray[0].format, mType);
HRESULT result = device->CreateTexture(mWidth, mHeight, creationLevels(mWidth, mHeight, 0), D3DUSAGE_RENDERTARGET, format, D3DPOOL_DEFAULT, &texture, NULL);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
}
if (mTexture != NULL)
{
int levels = levelCount();
for (int i = 0; i < levels; i++)
{
IDirect3DSurface9 *source;
result = mTexture->GetSurfaceLevel(i, &source);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
texture->Release();
return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
}
IDirect3DSurface9 *dest;
result = texture->GetSurfaceLevel(i, &dest);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
texture->Release();
source->Release();
return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
}
display->endScene();
result = device->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
texture->Release();
source->Release();
dest->Release();
return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
}
source->Release();
dest->Release();
}
}
}
if (mTexture != NULL)
{
mTexture->Release();
}
mTexture = texture;
return mTexture;
}
bool Texture2D::dirtyImageData() const
{
int q = log2(std::max(mWidth, mHeight));
for (int i = 0; i <= q; i++)
{
if (mImageArray[i].dirty) return true;
}
return false;
}
void Texture2D::generateMipmaps()
{
if (!isPow2(mImageArray[0].width) || !isPow2(mImageArray[0].height))
{
return error(GL_INVALID_OPERATION);
}
// Purge array levels 1 through q and reset them to represent the generated mipmap levels.
unsigned int q = log2(std::max(mWidth, mHeight));
for (unsigned int i = 1; i <= q; i++)
{
if (mImageArray[i].surface != NULL)
{
mImageArray[i].surface->Release();
mImageArray[i].surface = NULL;
}
mImageArray[i].dirty = false;
mImageArray[i].format = mImageArray[0].format;
mImageArray[i].width = std::max(mImageArray[0].width >> i, 1);
mImageArray[i].height = std::max(mImageArray[0].height >> i, 1);
}
needRenderTarget();
if (mTexture == NULL)
{
return;
}
for (unsigned int i = 1; i <= q; i++)
{
IDirect3DSurface9 *upper = NULL;
IDirect3DSurface9 *lower = NULL;
mTexture->GetSurfaceLevel(i-1, &upper);
mTexture->GetSurfaceLevel(i, &lower);
if (upper != NULL && lower != NULL)
{
getBlitter()->boxFilter(upper, lower);
}
if (upper != NULL) upper->Release();
if (lower != NULL) lower->Release();
}
}
Renderbuffer *Texture2D::getColorbuffer(GLenum target)
{
if (target != GL_TEXTURE_2D)
{
return error(GL_INVALID_OPERATION, (Renderbuffer *)NULL);
}
if (mColorbufferProxy.get() == NULL)
{
mColorbufferProxy.set(new Renderbuffer(id(), new TextureColorbufferProxy(this, target)));
}
return mColorbufferProxy.get();
}
IDirect3DSurface9 *Texture2D::getRenderTarget(GLenum target)
{
ASSERT(target == GL_TEXTURE_2D);
needRenderTarget();
if (mTexture == NULL)
{
return NULL;
}
IDirect3DSurface9 *renderTarget = NULL;
mTexture->GetSurfaceLevel(0, &renderTarget);
return renderTarget;
}
TextureCubeMap::TextureCubeMap(GLuint id) : Texture(id)
{
mTexture = NULL;
}
TextureCubeMap::~TextureCubeMap()
{
for (int i = 0; i < 6; i++)
{
mFaceProxies[i].set(NULL);
}
if (mTexture)
{
mTexture->Release();
mTexture = NULL;
}
}
GLenum TextureCubeMap::getTarget() const
{
return GL_TEXTURE_CUBE_MAP;
}
GLenum TextureCubeMap::getFormat() const
{
return mImageArray[0][0].format;
}
void TextureCubeMap::setImagePosX(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
{
setImage(0, level, internalFormat, width, height, format, type, unpackAlignment, pixels);
}
void TextureCubeMap::setImageNegX(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
{
setImage(1, level, internalFormat, width, height, format, type, unpackAlignment, pixels);
}
void TextureCubeMap::setImagePosY(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
{
setImage(2, level, internalFormat, width, height, format, type, unpackAlignment, pixels);
}
void TextureCubeMap::setImageNegY(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
{
setImage(3, level, internalFormat, width, height, format, type, unpackAlignment, pixels);
}
void TextureCubeMap::setImagePosZ(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
{
setImage(4, level, internalFormat, width, height, format, type, unpackAlignment, pixels);
}
void TextureCubeMap::setImageNegZ(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
{
setImage(5, level, internalFormat, width, height, format, type, unpackAlignment, pixels);
}
void TextureCubeMap::setCompressedImage(GLenum face, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
{
redefineTexture(level, internalFormat, width);
Texture::setCompressedImage(width, height, internalFormat, imageSize, pixels, &mImageArray[faceIndex(face)][level]);
}
void TextureCubeMap::commitRect(GLenum faceTarget, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
{
int face = faceIndex(faceTarget);
ASSERT(mImageArray[face][level].surface != NULL);
if (level < levelCount())
{
IDirect3DSurface9 *destLevel = getCubeMapSurface(face, level);
ASSERT(destLevel != NULL);
if (destLevel != NULL)
{
Image *img = &mImageArray[face][level];
RECT sourceRect;
sourceRect.left = xoffset;
sourceRect.top = yoffset;
sourceRect.right = xoffset + width;
sourceRect.bottom = yoffset + height;
POINT destPoint;
destPoint.x = xoffset;
destPoint.y = yoffset;
HRESULT result = getDevice()->UpdateSurface(img->surface, &sourceRect, destLevel, &destPoint);
ASSERT(SUCCEEDED(result));
destLevel->Release();
img->dirty = false;
}
}
}
void TextureCubeMap::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
{
if (Texture::subImage(xoffset, yoffset, width, height, format, type, unpackAlignment, pixels, &mImageArray[faceIndex(target)][level]))
{
commitRect(target, level, xoffset, yoffset, width, height);
}
}
void TextureCubeMap::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
{
if (Texture::subImageCompressed(xoffset, yoffset, width, height, format, imageSize, pixels, &mImageArray[faceIndex(target)][level]))
{
commitRect(target, level, xoffset, yoffset, width, height);
}
}
// Tests for GL texture object completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
bool TextureCubeMap::isComplete() const
{
int size = mImageArray[0][0].width;
if (size <= 0)
{
return false;
}
bool mipmapping;
switch (mMinFilter)
{
case GL_NEAREST:
case GL_LINEAR:
mipmapping = false;
break;
case GL_NEAREST_MIPMAP_NEAREST:
case GL_LINEAR_MIPMAP_NEAREST:
case GL_NEAREST_MIPMAP_LINEAR:
case GL_LINEAR_MIPMAP_LINEAR:
mipmapping = true;
break;
default: UNREACHABLE();
}
for (int face = 0; face < 6; face++)
{
if (mImageArray[face][0].width != size || mImageArray[face][0].height != size)
{
return false;
}
}
if ((getFormat() == GL_FLOAT && !getContext()->supportsFloatLinearFilter()) ||
(getFormat() == GL_HALF_FLOAT_OES && !getContext()->supportsHalfFloatLinearFilter()))
{
if (mMagFilter != GL_NEAREST || (mMinFilter != GL_NEAREST && mMinFilter != GL_NEAREST_MIPMAP_NEAREST))
{
return false;
}
}
if (mipmapping)
{
if (!isPow2(size) && (getWrapS() != GL_CLAMP_TO_EDGE || getWrapT() != GL_CLAMP_TO_EDGE))
{
return false;
}
int q = log2(size);
for (int face = 0; face < 6; face++)
{
for (int level = 1; level <= q; level++)
{
if (mImageArray[face][level].format != mImageArray[0][0].format)
{
return false;
}
if (mImageArray[face][level].width != std::max(1, size >> level))
{
return false;
}
ASSERT(mImageArray[face][level].height == mImageArray[face][level].width);
}
}
}
return true;
}
bool TextureCubeMap::isCompressed() const
{
return IsCompressed(getFormat());
}
// Constructs a Direct3D 9 texture resource from the texture images, or returns an existing one
IDirect3DBaseTexture9 *TextureCubeMap::createTexture()
{
IDirect3DDevice9 *device = getDevice();
D3DFORMAT format = selectFormat(mImageArray[0][0].format, mType);
IDirect3DCubeTexture9 *texture;
HRESULT result = device->CreateCubeTexture(mWidth, creationLevels(mWidth, 0), 0, format, D3DPOOL_DEFAULT, &texture, NULL);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
}
if (mTexture) mTexture->Release();
mTexture = texture;
return mTexture;
}
void TextureCubeMap::updateTexture()
{
IDirect3DDevice9 *device = getDevice();
for (int face = 0; face < 6; face++)
{
int levels = levelCount();
for (int level = 0; level < levels; level++)
{
Image *img = &mImageArray[face][level];
if (img->dirty)
{
IDirect3DSurface9 *levelSurface = getCubeMapSurface(face, level);
ASSERT(levelSurface != NULL);
if (levelSurface != NULL)
{
HRESULT result = device->UpdateSurface(img->surface, NULL, levelSurface, NULL);
ASSERT(SUCCEEDED(result));
levelSurface->Release();
img->dirty = false;
}
}
}
}
}
IDirect3DBaseTexture9 *TextureCubeMap::convertToRenderTarget()
{
IDirect3DCubeTexture9 *texture = NULL;
if (mWidth != 0)
{
egl::Display *display = getDisplay();
IDirect3DDevice9 *device = getDevice();
D3DFORMAT format = selectFormat(mImageArray[0][0].format, mType);
HRESULT result = device->CreateCubeTexture(mWidth, creationLevels(mWidth, 0), D3DUSAGE_RENDERTARGET, format, D3DPOOL_DEFAULT, &texture, NULL);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
}
if (mTexture != NULL)
{
int levels = levelCount();
for (int f = 0; f < 6; f++)
{
for (int i = 0; i < levels; i++)
{
IDirect3DSurface9 *source;
result = mTexture->GetCubeMapSurface(static_cast<D3DCUBEMAP_FACES>(f), i, &source);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
texture->Release();
return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
}
IDirect3DSurface9 *dest;
result = texture->GetCubeMapSurface(static_cast<D3DCUBEMAP_FACES>(f), i, &dest);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
texture->Release();
source->Release();
return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
}
display->endScene();
result = device->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
texture->Release();
source->Release();
dest->Release();
return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
}
}
}
}
}
if (mTexture != NULL)
{
mTexture->Release();
}
mTexture = texture;
return mTexture;
}
void TextureCubeMap::setImage(int face, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
{
redefineTexture(level, internalFormat, width);
Texture::setImage(width, height, format, type, unpackAlignment, pixels, &mImageArray[face][level]);
}
unsigned int TextureCubeMap::faceIndex(GLenum face)
{
META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1);
META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2);
META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3);
META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4);
META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5);
return face - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
}
bool TextureCubeMap::dirtyImageData() const
{
int q = log2(mWidth);
for (int f = 0; f < 6; f++)
{
for (int i = 0; i <= q; i++)
{
if (mImageArray[f][i].dirty) return true;
}
}
return false;
}
// While OpenGL doesn't check texture consistency until draw-time, D3D9 requires a complete texture
// for render-to-texture (such as CopyTexImage). We have no way of keeping individual inconsistent levels & faces.
// Call this when a particular level of the texture must be defined with a specific format, width and height.
//
// Returns true if the existing texture was unsuitable had to be destroyed. If so, it will also set
// a new size for the texture by working backwards from the given size.
bool TextureCubeMap::redefineTexture(GLint level, GLenum internalFormat, GLsizei width)
{
// Are these settings compatible with level 0?
bool sizeOkay = (mImageArray[0][0].width >> level == width);
bool textureOkay = (sizeOkay && internalFormat == mImageArray[0][0].format);
if (!textureOkay)
{
TRACE("Redefining cube texture (%d, 0x%04X, %d => 0x%04X, %d).", level,
mImageArray[0][0].format, mImageArray[0][0].width,
internalFormat, width);
// Purge all the levels and the texture.
for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
for (int f = 0; f < 6; f++)
{
if (mImageArray[f][i].surface != NULL)
{
mImageArray[f][i].dirty = false;
mImageArray[f][i].surface->Release();
mImageArray[f][i].surface = NULL;
}
}
}
if (mTexture != NULL)
{
mTexture->Release();
mTexture = NULL;
dropTexture();
}
mWidth = width << level;
mImageArray[0][0].width = width << level;
mHeight = width << level;
mImageArray[0][0].height = width << level;
mImageArray[0][0].format = internalFormat;
}
return !textureOkay;
}
void TextureCubeMap::copyImage(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, RenderbufferStorage *source)
{
IDirect3DSurface9 *renderTarget = source->getRenderTarget();
if (!renderTarget)
{
ERR("Failed to retrieve the render target.");
return error(GL_OUT_OF_MEMORY);
}
unsigned int faceindex = faceIndex(target);
bool redefined = redefineTexture(level, internalFormat, width);
if (!isRenderableFormat())
{
copyNonRenderable(&mImageArray[faceindex][level], internalFormat, 0, 0, x, y, width, height, renderTarget);
}
else
{
if (redefined)
{
convertToRenderTarget();
pushTexture(mTexture, true);
}
else
{
needRenderTarget();
}
ASSERT(width == height);
if (width > 0 && level < levelCount())
{
RECT sourceRect;
sourceRect.left = x;
sourceRect.right = x + width;
sourceRect.top = y;
sourceRect.bottom = y + height;
IDirect3DSurface9 *dest = getCubeMapSurface(target, level);
getBlitter()->formatConvert(source->getRenderTarget(), sourceRect, internalFormat, 0, 0, dest);
dest->Release();
}
}
mImageArray[faceindex][level].width = width;
mImageArray[faceindex][level].height = height;
mImageArray[faceindex][level].format = internalFormat;
}
IDirect3DSurface9 *TextureCubeMap::getCubeMapSurface(unsigned int faceIdentifier, unsigned int level)
{
unsigned int faceIndex;
if (faceIdentifier < 6)
{
faceIndex = faceIdentifier;
}
else if (faceIdentifier >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && faceIdentifier <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z)
{
faceIndex = faceIdentifier - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
}
else
{
UNREACHABLE();
faceIndex = 0;
}
if (mTexture == NULL)
{
UNREACHABLE();
return NULL;
}
IDirect3DSurface9 *surface = NULL;
HRESULT hr = mTexture->GetCubeMapSurface(static_cast<D3DCUBEMAP_FACES>(faceIndex), level, &surface);
return (SUCCEEDED(hr)) ? surface : NULL;
}
void TextureCubeMap::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, RenderbufferStorage *source)
{
GLsizei size = mImageArray[faceIndex(target)][level].width;
if (xoffset + width > size || yoffset + height > size)
{
return error(GL_INVALID_VALUE);
}
IDirect3DSurface9 *renderTarget = source->getRenderTarget();
if (!renderTarget)
{
ERR("Failed to retrieve the render target.");
return error(GL_OUT_OF_MEMORY);
}
unsigned int faceindex = faceIndex(target);
bool redefined = redefineTexture(0, mImageArray[0][0].format, mImageArray[0][0].width);
if (!isRenderableFormat())
{
copyNonRenderable(&mImageArray[faceindex][level], getFormat(), 0, 0, x, y, width, height, renderTarget);
}
else
{
if (redefined)
{
convertToRenderTarget();
pushTexture(mTexture, true);
}
else
{
needRenderTarget();
}
if (level < levelCount())
{
RECT sourceRect;
sourceRect.left = x;
sourceRect.right = x + width;
sourceRect.top = y;
sourceRect.bottom = y + height;
IDirect3DSurface9 *dest = getCubeMapSurface(target, level);
getBlitter()->formatConvert(source->getRenderTarget(), sourceRect, mImageArray[0][0].format, xoffset, yoffset, dest);
dest->Release();
}
}
}
bool TextureCubeMap::isCubeComplete() const
{
if (mImageArray[0][0].width == 0)
{
return false;
}
for (unsigned int f = 1; f < 6; f++)
{
if (mImageArray[f][0].width != mImageArray[0][0].width
|| mImageArray[f][0].format != mImageArray[0][0].format)
{
return false;
}
}
return true;
}
void TextureCubeMap::generateMipmaps()
{
if (!isPow2(mImageArray[0][0].width) || !isCubeComplete())
{
return error(GL_INVALID_OPERATION);
}
// Purge array levels 1 through q and reset them to represent the generated mipmap levels.
unsigned int q = log2(mImageArray[0][0].width);
for (unsigned int f = 0; f < 6; f++)
{
for (unsigned int i = 1; i <= q; i++)
{
if (mImageArray[f][i].surface != NULL)
{
mImageArray[f][i].surface->Release();
mImageArray[f][i].surface = NULL;
}
mImageArray[f][i].dirty = false;
mImageArray[f][i].format = mImageArray[f][0].format;
mImageArray[f][i].width = std::max(mImageArray[f][0].width >> i, 1);
mImageArray[f][i].height = mImageArray[f][i].width;
}
}
needRenderTarget();
if (mTexture == NULL)
{
return;
}
for (unsigned int f = 0; f < 6; f++)
{
for (unsigned int i = 1; i <= q; i++)
{
IDirect3DSurface9 *upper = getCubeMapSurface(f, i-1);
IDirect3DSurface9 *lower = getCubeMapSurface(f, i);
if (upper != NULL && lower != NULL)
{
getBlitter()->boxFilter(upper, lower);
}
if (upper != NULL) upper->Release();
if (lower != NULL) lower->Release();
}
}
}
Renderbuffer *TextureCubeMap::getColorbuffer(GLenum target)
{
if (!IsCubemapTextureTarget(target))
{
return error(GL_INVALID_OPERATION, (Renderbuffer *)NULL);
}
unsigned int face = faceIndex(target);
if (mFaceProxies[face].get() == NULL)
{
mFaceProxies[face].set(new Renderbuffer(id(), new TextureColorbufferProxy(this, target)));
}
return mFaceProxies[face].get();
}
IDirect3DSurface9 *TextureCubeMap::getRenderTarget(GLenum target)
{
ASSERT(IsCubemapTextureTarget(target));
needRenderTarget();
if (mTexture == NULL)
{
return NULL;
}
IDirect3DSurface9 *renderTarget = NULL;
mTexture->GetCubeMapSurface(static_cast<D3DCUBEMAP_FACES>(faceIndex(target)), 0, &renderTarget);
return renderTarget;
}
Texture::TextureColorbufferProxy::TextureColorbufferProxy(Texture *texture, GLenum target)
: Colorbuffer(texture), mTexture(texture), mTarget(target)
{
ASSERT(IsTextureTarget(target));
}
void Texture::TextureColorbufferProxy::addRef() const
{
mTexture->addRef();
}
void Texture::TextureColorbufferProxy::release() const
{
mTexture->release();
}
IDirect3DSurface9 *Texture::TextureColorbufferProxy::getRenderTarget()
{
if (mRenderTarget) mRenderTarget->Release();
mRenderTarget = mTexture->getRenderTarget(mTarget);
return mRenderTarget;
}
int Texture::TextureColorbufferProxy::getWidth() const
{
return mTexture->getWidth();
}
int Texture::TextureColorbufferProxy::getHeight() const
{
return mTexture->getHeight();
}
GLenum Texture::TextureColorbufferProxy::getFormat() const
{
return mTexture->getFormat();
}
bool Texture::TextureColorbufferProxy::isFloatingPoint() const
{
return mTexture->isFloatingPoint();
}
}