// // Copyright (c) 2002-2015 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. // // ImageD3D.h: Defines the rx::ImageD3D class, an abstract base class for the // renderer-specific classes which will define the interface to the underlying // surfaces or resources. #ifndef LIBANGLE_RENDERER_D3D_IMAGED3D_H_ #define LIBANGLE_RENDERER_D3D_IMAGED3D_H_ #include "common/debug.h" #include "libANGLE/Error.h" namespace gl { class Context; class Framebuffer; struct ImageIndex; struct Box; struct Extents; struct Offset; struct Rectangle; struct PixelUnpackState; } namespace rx { class TextureStorage; class RendererD3D; class RenderTargetD3D; class ImageD3D : angle::NonCopyable { public: ImageD3D(); virtual ~ImageD3D() {}; GLsizei getWidth() const { return mWidth; } GLsizei getHeight() const { return mHeight; } GLsizei getDepth() const { return mDepth; } GLenum getInternalFormat() const { return mInternalFormat; } GLenum getTarget() const { return mTarget; } bool isRenderableFormat() const { return mRenderable; } void markDirty() { mDirty = true; } void markClean() { mDirty = false; } virtual bool isDirty() const = 0; virtual bool redefine(GLenum target, GLenum internalformat, const gl::Extents &size, bool forceRelease) = 0; virtual gl::Error loadData(const gl::Context *context, const gl::Box &area, const gl::PixelUnpackState &unpack, GLenum type, const void *input, bool applySkipImages) = 0; virtual gl::Error loadCompressedData(const gl::Context *context, const gl::Box &area, const void *input) = 0; virtual gl::Error setManagedSurface2D(const gl::Context *context, TextureStorage *storage, int level); virtual gl::Error setManagedSurfaceCube(const gl::Context *context, TextureStorage *storage, int face, int level); virtual gl::Error setManagedSurface3D(const gl::Context *context, TextureStorage *storage, int level); virtual gl::Error setManagedSurface2DArray(const gl::Context *context, TextureStorage *storage, int layer, int level); virtual gl::Error copyToStorage(const gl::Context *context, TextureStorage *storage, const gl::ImageIndex &index, const gl::Box ®ion) = 0; virtual gl::Error copyFromTexStorage(const gl::Context *context, const gl::ImageIndex &imageIndex, TextureStorage *source) = 0; virtual gl::Error copyFromFramebuffer(const gl::Context *context, const gl::Offset &destOffset, const gl::Rectangle &sourceArea, const gl::Framebuffer *source) = 0; protected: GLsizei mWidth; GLsizei mHeight; GLsizei mDepth; GLenum mInternalFormat; bool mRenderable; GLenum mTarget; bool mDirty; }; } #endif // LIBANGLE_RENDERER_D3D_IMAGED3D_H_