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Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.h')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.h | 364 |
1 files changed, 364 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.h new file mode 100644 index 0000000000..d94be49a08 --- /dev/null +++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.h @@ -0,0 +1,364 @@ +// +// Copyright 2014 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. +// + +// TextureD3D.h: Implementations of the Texture interfaces shared betweeen the D3D backends. + +#ifndef LIBANGLE_RENDERER_D3D_TEXTURED3D_H_ +#define LIBANGLE_RENDERER_D3D_TEXTURED3D_H_ + +#include "libANGLE/renderer/TextureImpl.h" +#include "libANGLE/angletypes.h" +#include "libANGLE/Constants.h" + +namespace gl +{ +class Framebuffer; +} + +namespace rx +{ + +class ImageD3D; +class ImageD3D; +class RendererD3D; +class RenderTargetD3D; +class TextureStorage; + +class TextureD3D : public TextureImpl +{ + public: + TextureD3D(RendererD3D *renderer); + virtual ~TextureD3D(); + + gl::Error getNativeTexture(TextureStorage **outStorage); + + virtual void setUsage(GLenum usage) { mUsage = usage; } + bool hasDirtyImages() const { return mDirtyImages; } + void resetDirty() { mDirtyImages = false; } + + virtual ImageD3D *getImage(const gl::ImageIndex &index) const = 0; + virtual GLsizei getLayerCount(int level) const = 0; + + GLint getBaseLevelWidth() const; + GLint getBaseLevelHeight() const; + GLint getBaseLevelDepth() const; + GLenum getBaseLevelInternalFormat() const; + + bool isImmutable() const { return mImmutable; } + + virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) = 0; + virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index) = 0; + + // Returns an iterator over all "Images" for this particular Texture. + virtual gl::ImageIndexIterator imageIterator() const = 0; + + // Returns an ImageIndex for a particular "Image". 3D Textures do not have images for + // slices of their depth texures, so 3D textures ignore the layer parameter. + virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const = 0; + virtual bool isValidIndex(const gl::ImageIndex &index) const = 0; + + virtual gl::Error generateMipmaps(); + TextureStorage *getStorage(); + ImageD3D *getBaseLevelImage() const; + + protected: + gl::Error setImage(const gl::ImageIndex &index, GLenum type, + const gl::PixelUnpackState &unpack, const uint8_t *pixels, + ptrdiff_t layerOffset); + gl::Error subImage(const gl::ImageIndex &index, const gl::Box &area, GLenum format, GLenum type, + const gl::PixelUnpackState &unpack, const uint8_t *pixels, ptrdiff_t layerOffset); + gl::Error setCompressedImage(const gl::ImageIndex &index, const gl::PixelUnpackState &unpack, + const uint8_t *pixels, ptrdiff_t layerOffset); + gl::Error subImageCompressed(const gl::ImageIndex &index, const gl::Box &area, GLenum format, + const gl::PixelUnpackState &unpack, const uint8_t *pixels, ptrdiff_t layerOffset); + bool isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat); + gl::Error fastUnpackPixels(const gl::PixelUnpackState &unpack, const uint8_t *pixels, const gl::Box &destArea, + GLenum sizedInternalFormat, GLenum type, RenderTargetD3D *destRenderTarget); + + GLint creationLevels(GLsizei width, GLsizei height, GLsizei depth) const; + int mipLevels() const; + virtual void initMipmapsImages() = 0; + bool isBaseImageZeroSize() const; + virtual bool isImageComplete(const gl::ImageIndex &index) const = 0; + + bool canCreateRenderTargetForImage(const gl::ImageIndex &index) const; + virtual gl::Error ensureRenderTarget(); + + virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const = 0; + virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage) = 0; + gl::Error commitRegion(const gl::ImageIndex &index, const gl::Box ®ion); + + RendererD3D *mRenderer; + + GLenum mUsage; + + bool mDirtyImages; + + bool mImmutable; + TextureStorage *mTexStorage; + + private: + virtual gl::Error initializeStorage(bool renderTarget) = 0; + + virtual gl::Error updateStorage() = 0; + + bool shouldUseSetData(const ImageD3D *image) const; +}; + +class TextureD3D_2D : public TextureD3D +{ + public: + TextureD3D_2D(RendererD3D *renderer); + virtual ~TextureD3D_2D(); + + virtual ImageD3D *getImage(int level, int layer) const; + virtual ImageD3D *getImage(const gl::ImageIndex &index) const; + virtual GLsizei getLayerCount(int level) const; + + GLsizei getWidth(GLint level) const; + GLsizei getHeight(GLint level) const; + GLenum getInternalFormat(GLint level) const; + bool isDepth(GLint level) const; + + gl::Error setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type, + const gl::PixelUnpackState &unpack, const uint8_t *pixels) override; + gl::Error setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type, + const gl::PixelUnpackState &unpack, const uint8_t *pixels) override; + + gl::Error setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, + const gl::PixelUnpackState &unpack, const uint8_t *pixels) override; + gl::Error setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, + const gl::PixelUnpackState &unpack, const uint8_t *pixels) override; + + gl::Error copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat, + const gl::Framebuffer *source) override; + gl::Error copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea, + const gl::Framebuffer *source) override; + + gl::Error setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) override; + + virtual void bindTexImage(egl::Surface *surface); + virtual void releaseTexImage(); + + virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT); + virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index); + + virtual gl::ImageIndexIterator imageIterator() const; + virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const; + virtual bool isValidIndex(const gl::ImageIndex &index) const; + + private: + virtual gl::Error initializeStorage(bool renderTarget); + virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const; + virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage); + + virtual gl::Error updateStorage(); + virtual void initMipmapsImages(); + + bool isValidLevel(int level) const; + bool isLevelComplete(int level) const; + virtual bool isImageComplete(const gl::ImageIndex &index) const; + + gl::Error updateStorageLevel(int level); + + void redefineImage(GLint level, GLenum internalformat, const gl::Extents &size); + + ImageD3D *mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS]; +}; + +class TextureD3D_Cube : public TextureD3D +{ + public: + TextureD3D_Cube(RendererD3D *renderer); + virtual ~TextureD3D_Cube(); + + virtual ImageD3D *getImage(int level, int layer) const; + virtual ImageD3D *getImage(const gl::ImageIndex &index) const; + virtual GLsizei getLayerCount(int level) const; + + virtual bool hasDirtyImages() const { return mDirtyImages; } + virtual void resetDirty() { mDirtyImages = false; } + virtual void setUsage(GLenum usage) { mUsage = usage; } + + GLenum getInternalFormat(GLint level, GLint layer) const; + bool isDepth(GLint level, GLint layer) const; + + gl::Error setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type, + const gl::PixelUnpackState &unpack, const uint8_t *pixels) override; + gl::Error setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type, + const gl::PixelUnpackState &unpack, const uint8_t *pixels) override; + + gl::Error setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, + const gl::PixelUnpackState &unpack, const uint8_t *pixels) override; + gl::Error setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, + const gl::PixelUnpackState &unpack, const uint8_t *pixels) override; + + gl::Error copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat, + const gl::Framebuffer *source) override; + gl::Error copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea, + const gl::Framebuffer *source) override; + + gl::Error setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) override; + + virtual void bindTexImage(egl::Surface *surface); + virtual void releaseTexImage(); + + virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT); + virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index); + + virtual gl::ImageIndexIterator imageIterator() const; + virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const; + virtual bool isValidIndex(const gl::ImageIndex &index) const; + + private: + virtual gl::Error initializeStorage(bool renderTarget); + virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const; + virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage); + + virtual gl::Error updateStorage(); + virtual void initMipmapsImages(); + + bool isValidFaceLevel(int faceIndex, int level) const; + bool isFaceLevelComplete(int faceIndex, int level) const; + bool isCubeComplete() const; + virtual bool isImageComplete(const gl::ImageIndex &index) const; + gl::Error updateStorageFaceLevel(int faceIndex, int level); + + void redefineImage(int faceIndex, GLint level, GLenum internalformat, const gl::Extents &size); + + ImageD3D *mImageArray[6][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS]; +}; + +class TextureD3D_3D : public TextureD3D +{ + public: + TextureD3D_3D(RendererD3D *renderer); + virtual ~TextureD3D_3D(); + + virtual ImageD3D *getImage(int level, int layer) const; + virtual ImageD3D *getImage(const gl::ImageIndex &index) const; + virtual GLsizei getLayerCount(int level) const; + + GLsizei getWidth(GLint level) const; + GLsizei getHeight(GLint level) const; + GLsizei getDepth(GLint level) const; + GLenum getInternalFormat(GLint level) const; + bool isDepth(GLint level) const; + + gl::Error setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type, + const gl::PixelUnpackState &unpack, const uint8_t *pixels) override; + gl::Error setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type, + const gl::PixelUnpackState &unpack, const uint8_t *pixels) override; + + gl::Error setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, + const gl::PixelUnpackState &unpack, const uint8_t *pixels) override; + gl::Error setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, + const gl::PixelUnpackState &unpack, const uint8_t *pixels) override; + + gl::Error copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat, + const gl::Framebuffer *source) override; + gl::Error copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea, + const gl::Framebuffer *source) override; + + gl::Error setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) override; + + virtual void bindTexImage(egl::Surface *surface); + virtual void releaseTexImage(); + + virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT); + virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index); + + virtual gl::ImageIndexIterator imageIterator() const; + virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const; + virtual bool isValidIndex(const gl::ImageIndex &index) const; + + private: + virtual gl::Error initializeStorage(bool renderTarget); + virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const; + virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage); + + virtual gl::Error updateStorage(); + virtual void initMipmapsImages(); + + bool isValidLevel(int level) const; + bool isLevelComplete(int level) const; + virtual bool isImageComplete(const gl::ImageIndex &index) const; + gl::Error updateStorageLevel(int level); + + void redefineImage(GLint level, GLenum internalformat, const gl::Extents &size); + + ImageD3D *mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS]; +}; + +class TextureD3D_2DArray : public TextureD3D +{ + public: + TextureD3D_2DArray(RendererD3D *renderer); + virtual ~TextureD3D_2DArray(); + + virtual ImageD3D *getImage(int level, int layer) const; + virtual ImageD3D *getImage(const gl::ImageIndex &index) const; + virtual GLsizei getLayerCount(int level) const; + + GLsizei getWidth(GLint level) const; + GLsizei getHeight(GLint level) const; + GLenum getInternalFormat(GLint level) const; + bool isDepth(GLint level) const; + + gl::Error setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type, + const gl::PixelUnpackState &unpack, const uint8_t *pixels) override; + gl::Error setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type, + const gl::PixelUnpackState &unpack, const uint8_t *pixels) override; + + gl::Error setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, + const gl::PixelUnpackState &unpack, const uint8_t *pixels) override; + gl::Error setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, + const gl::PixelUnpackState &unpack, const uint8_t *pixels) override; + + gl::Error copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat, + const gl::Framebuffer *source) override; + gl::Error copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea, + const gl::Framebuffer *source) override; + + gl::Error setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) override; + + virtual void bindTexImage(egl::Surface *surface); + virtual void releaseTexImage(); + + virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT); + virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index); + + virtual gl::ImageIndexIterator imageIterator() const; + virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const; + virtual bool isValidIndex(const gl::ImageIndex &index) const; + + private: + virtual gl::Error initializeStorage(bool renderTarget); + virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const; + virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage); + + virtual gl::Error updateStorage(); + virtual void initMipmapsImages(); + + bool isValidLevel(int level) const; + bool isLevelComplete(int level) const; + virtual bool isImageComplete(const gl::ImageIndex &index) const; + gl::Error updateStorageLevel(int level); + + void deleteImages(); + void redefineImage(GLint level, GLenum internalformat, const gl::Extents &size); + + // Storing images as an array of single depth textures since D3D11 treats each array level of a + // Texture2D object as a separate subresource. Each layer would have to be looped over + // to update all the texture layers since they cannot all be updated at once and it makes the most + // sense for the Image class to not have to worry about layer subresource as well as mip subresources. + GLsizei mLayerCounts[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS]; + ImageD3D **mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS]; +}; + +} + +#endif // LIBANGLE_RENDERER_D3D_TEXTURED3D_H_ |