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Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/TextureImpl.h')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/TextureImpl.h | 166 |
1 files changed, 166 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/TextureImpl.h b/src/3rdparty/angle/src/libGLESv2/renderer/TextureImpl.h new file mode 100644 index 0000000000..35c9166023 --- /dev/null +++ b/src/3rdparty/angle/src/libGLESv2/renderer/TextureImpl.h @@ -0,0 +1,166 @@ +// +// 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. +// + +// TextureImpl.h: Defines the abstract rx::TextureImpl classes. + +#ifndef LIBGLESV2_RENDERER_TEXTUREIMPL_H_ +#define LIBGLESV2_RENDERER_TEXTUREIMPL_H_ + +#include "common/angleutils.h" + +namespace egl +{ +class Surface; +} + +namespace gl +{ +class Framebuffer; +struct PixelUnpackState; +struct SamplerState; +} + +namespace rx +{ + +class Image; +class RenderTarget; +class Renderer; +class TextureStorageInterface; + +class Texture2DImpl +{ + public: + virtual ~Texture2DImpl() {} + + // TODO: If this methods could go away that would be ideal; + // TextureStorage should only be necessary for the D3D backend, and as such + // higher level code should not rely on it. + virtual TextureStorageInterface *getNativeTexture() = 0; + + virtual Image *getImage(int level) const = 0; + + virtual void setUsage(GLenum usage) = 0; + virtual bool hasDirtyImages() const = 0; + virtual void resetDirty() = 0; + + virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const = 0; + virtual void bindTexImage(egl::Surface *surface) = 0; + virtual void releaseTexImage() = 0; + + virtual void setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0; + virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels) = 0; + virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0; + virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels) = 0; + virtual void copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) = 0; + virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) = 0; + virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) = 0; + virtual void generateMipmaps() = 0; + + virtual unsigned int getRenderTargetSerial(GLint level) = 0; + + virtual RenderTarget *getRenderTarget(GLint level) = 0; + virtual RenderTarget *getDepthSencil(GLint level) = 0; + + virtual void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height) = 0; +}; + +class TextureCubeImpl +{ + public: + virtual ~TextureCubeImpl() {} + + virtual TextureStorageInterface *getNativeTexture() = 0; + + virtual Image *getImage(GLenum target, int level) const = 0; + + virtual void setUsage(GLenum usage) = 0; + virtual bool hasDirtyImages() const = 0; + virtual void resetDirty() = 0; + + virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const = 0; + virtual bool isCubeComplete() const = 0; + + virtual void setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0; + virtual void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels) = 0; + virtual void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0; + virtual void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels) = 0; + virtual void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) = 0; + virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) = 0; + virtual void storage(GLsizei levels, GLenum internalformat, GLsizei size) = 0; + virtual void generateMipmaps() = 0; + + virtual unsigned int getRenderTargetSerial(GLenum target, GLint level) = 0; + + virtual RenderTarget *getRenderTarget(GLenum target, GLint level) = 0; + virtual RenderTarget *getDepthStencil(GLenum target, GLint level) = 0; +}; + +class Texture3DImpl +{ + public: + virtual ~Texture3DImpl() {} + + virtual TextureStorageInterface *getNativeTexture() = 0; + + virtual Image *getImage(int level) const = 0; + + virtual void setUsage(GLenum usage) = 0; + virtual bool hasDirtyImages() const = 0; + virtual void resetDirty() = 0; + + virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const = 0; + virtual bool isMipmapComplete() const = 0; + + virtual void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0; + virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels) = 0; + virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0; + virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels) = 0; + virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) = 0; + virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) = 0; + virtual void generateMipmaps() = 0; + + virtual unsigned int getRenderTargetSerial(GLint level, GLint layer) = 0; + + virtual RenderTarget *getRenderTarget(GLint level) = 0; + virtual RenderTarget *getRenderTarget(GLint level, GLint layer) = 0; + virtual RenderTarget *getDepthStencil(GLint level, GLint layer) = 0; +}; + +class Texture2DArrayImpl +{ + public: + virtual ~Texture2DArrayImpl() {} + + virtual TextureStorageInterface *getNativeTexture() = 0; + + virtual Image *getImage(int level, int layer) const = 0; + virtual GLsizei getLayerCount(int level) const = 0; + + virtual void setUsage(GLenum usage) = 0; + virtual bool hasDirtyImages() const = 0; + virtual void resetDirty() = 0; + + virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const = 0; + virtual bool isMipmapComplete() const = 0; + + virtual void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0; + virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels) = 0; + virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0; + virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels) = 0; + virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) = 0; + virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) = 0; + virtual void generateMipmaps() = 0; + + virtual unsigned int getRenderTargetSerial(GLint level, GLint layer) = 0; + + virtual RenderTarget *getRenderTarget(GLint level, GLint layer) = 0; + virtual RenderTarget *getDepthStencil(GLint level, GLint layer) = 0; +}; + +} + +#endif // LIBGLESV2_RENDERER_TEXTUREIMPL_H_ |