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diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.h b/src/3rdparty/angle/src/libGLESv2/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 LIBGLESV2_RENDERER_TEXTURED3D_H_
+#define LIBGLESV2_RENDERER_TEXTURED3D_H_
+
+#include "libGLESv2/renderer/TextureImpl.h"
+#include "libGLESv2/angletypes.h"
+#include "libGLESv2/constants.h"
+
+namespace gl
+{
+class Framebuffer;
+}
+
+namespace rx
+{
+
+class Image;
+class ImageD3D;
+class Renderer;
+class TextureStorageInterface;
+class TextureStorageInterface2D;
+class TextureStorageInterfaceCube;
+class TextureStorageInterface3D;
+class TextureStorageInterface2DArray;
+
+bool IsMipmapFiltered(const gl::SamplerState &samplerState);
+
+class TextureD3D
+{
+ public:
+ TextureD3D(Renderer *renderer);
+ virtual ~TextureD3D();
+
+ GLint getBaseLevelWidth() const;
+ GLint getBaseLevelHeight() const;
+ GLint getBaseLevelDepth() const;
+ GLenum getBaseLevelInternalFormat() const;
+
+ bool isImmutable() const { return mImmutable; }
+
+ protected:
+ void setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, Image *image);
+ bool subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels, Image *image);
+ void setCompressedImage(GLsizei imageSize, const void *pixels, Image *image);
+ bool subImageCompressed(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ GLenum format, GLsizei imageSize, const void *pixels, Image *image);
+ bool isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat);
+ bool fastUnpackPixels(const gl::PixelUnpackState &unpack, const void *pixels, const gl::Box &destArea,
+ GLenum sizedInternalFormat, GLenum type, RenderTarget *destRenderTarget);
+
+ GLint creationLevels(GLsizei width, GLsizei height, GLsizei depth) const;
+ int mipLevels() const;
+
+ Renderer *mRenderer;
+
+ GLenum mUsage;
+
+ bool mDirtyImages;
+
+ bool mImmutable;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureD3D);
+
+ virtual TextureStorageInterface *getBaseLevelStorage() = 0;
+ virtual const ImageD3D *getBaseLevelImage() const = 0;
+};
+
+class TextureD3D_2D : public Texture2DImpl, public TextureD3D
+{
+ public:
+ TextureD3D_2D(Renderer *renderer);
+ virtual ~TextureD3D_2D();
+
+ static TextureD3D_2D *makeTextureD3D_2D(Texture2DImpl *texture);
+
+ virtual TextureStorageInterface *getNativeTexture();
+
+ virtual Image *getImage(int level) const;
+
+ virtual void setUsage(GLenum usage);
+ virtual bool hasDirtyImages() const { return mDirtyImages; }
+ virtual void resetDirty();
+
+ GLsizei getWidth(GLint level) const;
+ GLsizei getHeight(GLint level) const;
+ GLenum getInternalFormat(GLint level) const;
+ GLenum getActualFormat(GLint level) const;
+ bool isDepth(GLint level) const;
+
+ virtual void setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels);
+ virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels);
+ virtual void copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
+ virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
+ virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
+
+ virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
+ virtual void bindTexImage(egl::Surface *surface);
+ virtual void releaseTexImage();
+
+ virtual void generateMipmaps();
+
+ virtual unsigned int getRenderTargetSerial(GLint level);
+
+ virtual RenderTarget *getRenderTarget(GLint level);
+ virtual RenderTarget *getDepthSencil(GLint level);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureD3D_2D);
+
+ void initializeStorage(bool renderTarget);
+ TextureStorageInterface2D *createCompleteStorage(bool renderTarget) const;
+ void setCompleteTexStorage(TextureStorageInterface2D *newCompleteTexStorage);
+
+ void updateStorage();
+ bool ensureRenderTarget();
+ virtual TextureStorageInterface *getBaseLevelStorage();
+ virtual const ImageD3D *getBaseLevelImage() const;
+
+ bool isMipmapComplete() const;
+ bool isValidLevel(int level) const;
+ bool isLevelComplete(int level) const;
+
+ void updateStorageLevel(int level);
+
+ virtual void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height);
+ void commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
+
+ TextureStorageInterface2D *mTexStorage;
+ ImageD3D *mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+};
+
+class TextureD3D_Cube : public TextureCubeImpl, public TextureD3D
+{
+ public:
+ TextureD3D_Cube(Renderer *renderer);
+ virtual ~TextureD3D_Cube();
+
+ static TextureD3D_Cube *makeTextureD3D_Cube(TextureCubeImpl *texture);
+
+ virtual TextureStorageInterface *getNativeTexture();
+
+ virtual Image *getImage(GLenum target, int level) const;
+
+ virtual void setUsage(GLenum usage);
+ virtual bool hasDirtyImages() const { return mDirtyImages; }
+ virtual void resetDirty();
+
+ GLenum getInternalFormat(GLenum target, GLint level) const;
+ bool isDepth(GLenum target, GLint level) const;
+
+ virtual void setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels);
+ 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);
+ virtual void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels);
+ virtual void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
+ virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
+ virtual void storage(GLsizei levels, GLenum internalformat, GLsizei size);
+
+ virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
+ virtual bool isCubeComplete() const;
+
+ virtual void generateMipmaps();
+
+ virtual unsigned int getRenderTargetSerial(GLenum target, GLint level);
+
+ virtual RenderTarget *getRenderTarget(GLenum target, GLint level);
+ virtual RenderTarget *getDepthStencil(GLenum target, GLint level);
+
+ static int targetToIndex(GLenum target);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureD3D_Cube);
+
+ void initializeStorage(bool renderTarget);
+ TextureStorageInterfaceCube *createCompleteStorage(bool renderTarget) const;
+ void setCompleteTexStorage(TextureStorageInterfaceCube *newCompleteTexStorage);
+
+ void updateStorage();
+ bool ensureRenderTarget();
+ virtual TextureStorageInterface *getBaseLevelStorage();
+ virtual const ImageD3D *getBaseLevelImage() const;
+
+ bool isMipmapCubeComplete() const;
+ bool isValidFaceLevel(int faceIndex, int level) const;
+ bool isFaceLevelComplete(int faceIndex, int level) const;
+ void updateStorageFaceLevel(int faceIndex, int level);
+
+ void redefineImage(int faceIndex, GLint level, GLenum internalformat, GLsizei width, GLsizei height);
+ void commitRect(int faceIndex, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
+
+ ImageD3D *mImageArray[6][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ TextureStorageInterfaceCube *mTexStorage;
+};
+
+class TextureD3D_3D : public Texture3DImpl, public TextureD3D
+{
+ public:
+ TextureD3D_3D(Renderer *renderer);
+ virtual ~TextureD3D_3D();
+
+ static TextureD3D_3D *makeTextureD3D_3D(Texture3DImpl *texture);
+
+ virtual TextureStorageInterface *getNativeTexture();
+
+ virtual Image *getImage(int level) const;
+
+ virtual void setUsage(GLenum usage);
+ virtual bool hasDirtyImages() const { return mDirtyImages; }
+ virtual void resetDirty();
+
+ 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;
+
+ virtual void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
+ 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);
+ virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
+ virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
+ virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+
+ virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
+ virtual bool isMipmapComplete() const;
+
+ virtual void generateMipmaps();
+
+ virtual unsigned int getRenderTargetSerial(GLint level, GLint layer);
+
+ virtual RenderTarget *getRenderTarget(GLint level);
+ virtual RenderTarget *getRenderTarget(GLint level, GLint layer);
+ virtual RenderTarget *getDepthStencil(GLint level, GLint layer);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureD3D_3D);
+
+ virtual void initializeStorage(bool renderTarget);
+ TextureStorageInterface3D *createCompleteStorage(bool renderTarget) const;
+ void setCompleteTexStorage(TextureStorageInterface3D *newCompleteTexStorage);
+
+ void updateStorage();
+ bool ensureRenderTarget();
+ virtual TextureStorageInterface *getBaseLevelStorage();
+ virtual const ImageD3D *getBaseLevelImage() const;
+
+ bool isValidLevel(int level) const;
+ bool isLevelComplete(int level) const;
+ void updateStorageLevel(int level);
+
+ void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+ void commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
+
+ ImageD3D *mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ TextureStorageInterface3D *mTexStorage;
+};
+
+class TextureD3D_2DArray : public Texture2DArrayImpl, public TextureD3D
+{
+ public:
+ TextureD3D_2DArray(Renderer *renderer);
+ virtual ~TextureD3D_2DArray();
+
+ static TextureD3D_2DArray *makeTextureD3D_2DArray(Texture2DArrayImpl *texture);
+
+ virtual TextureStorageInterface *getNativeTexture();
+
+ virtual Image *getImage(int level, int layer) const;
+ virtual GLsizei getLayerCount(int level) const;
+
+ virtual void setUsage(GLenum usage);
+ virtual bool hasDirtyImages() const { return mDirtyImages; }
+ virtual void resetDirty();
+
+ GLsizei getWidth(GLint level) const;
+ GLsizei getHeight(GLint level) const;
+ GLsizei getLayers(GLint level) const;
+ GLenum getInternalFormat(GLint level) const;
+ bool isDepth(GLint level) const;
+
+ virtual void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
+ 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);
+ virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
+ virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
+ virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+
+ virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
+ virtual bool isMipmapComplete() const;
+
+ virtual void generateMipmaps();
+
+ virtual unsigned int getRenderTargetSerial(GLint level, GLint layer);
+
+ virtual RenderTarget *getRenderTarget(GLint level, GLint layer);
+ virtual RenderTarget *getDepthStencil(GLint level, GLint layer);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureD3D_2DArray);
+
+ virtual void initializeStorage(bool renderTarget);
+ TextureStorageInterface2DArray *createCompleteStorage(bool renderTarget) const;
+ void setCompleteTexStorage(TextureStorageInterface2DArray *newCompleteTexStorage);
+
+ void updateStorage();
+ bool ensureRenderTarget();
+ virtual TextureStorageInterface *getBaseLevelStorage();
+ virtual const ImageD3D *getBaseLevelImage() const;
+
+ bool isValidLevel(int level) const;
+ bool isLevelComplete(int level) const;
+ void updateStorageLevel(int level);
+
+ void deleteImages();
+ void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+ void commitRect(GLint level, GLint xoffset, GLint yoffset, GLint layerTarget, GLsizei width, GLsizei height);
+
+ // 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];
+
+ TextureStorageInterface2DArray *mTexStorage;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_TEXTURED3D_H_