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diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.h
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+//
+// 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 &region);
+
+ 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_