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Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.h')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.h | 343 |
1 files changed, 343 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.h new file mode 100644 index 0000000000..4a1737a9c4 --- /dev/null +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.h @@ -0,0 +1,343 @@ +// +// 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_ |