#include "precompiled.h" // // Copyright (c) 2002-2014 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. // // Texture.cpp: Implements the gl::Texture class and its derived classes // Texture2D and TextureCubeMap. Implements GL texture objects and related // functionality. [OpenGL ES 2.0.24] section 3.7 page 63. #include "libGLESv2/Texture.h" #include "libGLESv2/main.h" #include "common/mathutil.h" #include "common/utilities.h" #include "libGLESv2/formatutils.h" #include "libGLESv2/Renderbuffer.h" #include "libGLESv2/renderer/Image.h" #include "libGLESv2/renderer/d3d/TextureStorage.h" #include "libEGL/Surface.h" #include "libGLESv2/renderer/RenderTarget.h" #include "libGLESv2/renderer/TextureImpl.h" namespace gl { Texture::Texture(GLuint id, GLenum target) : RefCountObject(id), mUsage(GL_NONE), mImmutable(false), mTarget(target) { } Texture::~Texture() { } GLenum Texture::getTarget() const { return mTarget; } void Texture::setUsage(GLenum usage) { mUsage = usage; } void Texture::getSamplerStateWithNativeOffset(SamplerState *sampler) { *sampler = mSamplerState; // Offset the effective base level by the texture storage's top level rx::TextureStorageInterface *texture = getNativeTexture(); int topLevel = texture ? texture->getTopLevel() : 0; sampler->baseLevel = topLevel + mSamplerState.baseLevel; } GLenum Texture::getUsage() const { return mUsage; } GLint Texture::getBaseLevelWidth() const { const rx::Image *baseImage = getBaseLevelImage(); return (baseImage ? baseImage->getWidth() : 0); } GLint Texture::getBaseLevelHeight() const { const rx::Image *baseImage = getBaseLevelImage(); return (baseImage ? baseImage->getHeight() : 0); } GLint Texture::getBaseLevelDepth() const { const rx::Image *baseImage = getBaseLevelImage(); return (baseImage ? baseImage->getDepth() : 0); } // Note: "base level image" is loosely defined to be any image from the base level, // where in the base of 2D array textures and cube maps there are several. Don't use // the base level image for anything except querying texture format and size. GLenum Texture::getBaseLevelInternalFormat() const { const rx::Image *baseImage = getBaseLevelImage(); return (baseImage ? baseImage->getInternalFormat() : GL_NONE); } unsigned int Texture::getTextureSerial() { rx::TextureStorageInterface *texture = getNativeTexture(); return texture ? texture->getTextureSerial() : 0; } bool Texture::isImmutable() const { return mImmutable; } int Texture::immutableLevelCount() { return (mImmutable ? getNativeTexture()->getStorageInstance()->getLevelCount() : 0); } int Texture::mipLevels() const { return log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1; } Texture2D::Texture2D(rx::Texture2DImpl *impl, GLuint id) : Texture(id, GL_TEXTURE_2D), mTexture(impl) { mSurface = NULL; } Texture2D::~Texture2D() { SafeDelete(mTexture); if (mSurface) { mSurface->setBoundTexture(NULL); mSurface = NULL; } } rx::TextureStorageInterface *Texture2D::getNativeTexture() { return mTexture->getNativeTexture(); } void Texture2D::setUsage(GLenum usage) { mUsage = usage; mTexture->setUsage(usage); } bool Texture2D::hasDirtyImages() const { return mTexture->hasDirtyImages(); } void Texture2D::resetDirty() { mTexture->resetDirty(); } GLsizei Texture2D::getWidth(GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mTexture->getImage(level)->getWidth(); else return 0; } GLsizei Texture2D::getHeight(GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mTexture->getImage(level)->getHeight(); else return 0; } GLenum Texture2D::getInternalFormat(GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mTexture->getImage(level)->getInternalFormat(); else return GL_NONE; } GLenum Texture2D::getActualFormat(GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mTexture->getImage(level)->getActualFormat(); else return GL_NONE; } void Texture2D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height) { releaseTexImage(); mTexture->redefineImage(level, internalformat, width, height); } void Texture2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { GLenum sizedInternalFormat = IsSizedInternalFormat(internalFormat) ? internalFormat : GetSizedInternalFormat(format, type); redefineImage(level, sizedInternalFormat, width, height); mTexture->setImage(level, width, height, internalFormat, format, type, unpack, pixels); } void Texture2D::bindTexImage(egl::Surface *surface) { releaseTexImage(); mTexture->bindTexImage(surface); mSurface = surface; mSurface->setBoundTexture(this); } void Texture2D::releaseTexImage() { if (mSurface) { mSurface->setBoundTexture(NULL); mSurface = NULL; mTexture->releaseTexImage(); } } void Texture2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels) { // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly redefineImage(level, format, width, height); mTexture->setCompressedImage(level, format, width, height, imageSize, pixels); } void Texture2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { mTexture->subImage(level, xoffset, yoffset, width, height, format, type, unpack, pixels); } void Texture2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels) { mTexture->subImageCompressed(level, xoffset, yoffset, width, height, format, imageSize, pixels); } void Texture2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) { GLenum sizedInternalFormat = IsSizedInternalFormat(format) ? format : GetSizedInternalFormat(format, GL_UNSIGNED_BYTE); redefineImage(level, sizedInternalFormat, width, height); mTexture->copyImage(level, format, x, y, width, height, source); } void Texture2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) { mTexture->copySubImage(target, level, xoffset, yoffset, zoffset, x, y, width, height, source); } void Texture2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) { mImmutable = true; mTexture->storage(levels, internalformat, width, height); } // Tests for 2D texture sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 85. bool Texture2D::isSamplerComplete(const SamplerState &samplerState) const { return mTexture->isSamplerComplete(samplerState); } bool Texture2D::isCompressed(GLint level) const { return IsFormatCompressed(getInternalFormat(level)); } bool Texture2D::isDepth(GLint level) const { return GetDepthBits(getInternalFormat(level)) > 0; } void Texture2D::generateMipmaps() { // Purge array levels 1 through q and reset them to represent the generated mipmap levels. int levelCount = mipLevels(); for (int level = 1; level < levelCount; level++) { redefineImage(level, getBaseLevelInternalFormat(), std::max(getBaseLevelWidth() >> level, 1), std::max(getBaseLevelHeight() >> level, 1)); } mTexture->generateMipmaps(); } const rx::Image *Texture2D::getBaseLevelImage() const { return mTexture->getImage(0); } unsigned int Texture2D::getRenderTargetSerial(GLint level) { return mTexture->getRenderTargetSerial(level); } rx::RenderTarget *Texture2D::getRenderTarget(GLint level) { return mTexture->getRenderTarget(level); } rx::RenderTarget *Texture2D::getDepthSencil(GLint level) { return mTexture->getDepthSencil(level); } TextureCubeMap::TextureCubeMap(rx::TextureCubeImpl *impl, GLuint id) : Texture(id, GL_TEXTURE_CUBE_MAP), mTexture(impl) { } TextureCubeMap::~TextureCubeMap() { SafeDelete(mTexture); } rx::TextureStorageInterface *TextureCubeMap::getNativeTexture() { return mTexture->getNativeTexture(); } void TextureCubeMap::setUsage(GLenum usage) { mUsage = usage; mTexture->setUsage(usage); } bool TextureCubeMap::hasDirtyImages() const { return mTexture->hasDirtyImages(); } void TextureCubeMap::resetDirty() { mTexture->resetDirty(); } GLsizei TextureCubeMap::getWidth(GLenum target, GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mTexture->getImage(target, level)->getWidth(); else return 0; } GLsizei TextureCubeMap::getHeight(GLenum target, GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mTexture->getImage(target, level)->getHeight(); else return 0; } GLenum TextureCubeMap::getInternalFormat(GLenum target, GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mTexture->getImage(target, level)->getInternalFormat(); else return GL_NONE; } GLenum TextureCubeMap::getActualFormat(GLenum target, GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mTexture->getImage(target, level)->getActualFormat(); else return GL_NONE; } void TextureCubeMap::setImagePosX(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { mTexture->setImage(0, level, width, height, internalFormat, format, type, unpack, pixels); } void TextureCubeMap::setImageNegX(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { mTexture->setImage(1, level, width, height, internalFormat, format, type, unpack, pixels); } void TextureCubeMap::setImagePosY(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { mTexture->setImage(2, level, width, height, internalFormat, format, type, unpack, pixels); } void TextureCubeMap::setImageNegY(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { mTexture->setImage(3, level, width, height, internalFormat, format, type, unpack, pixels); } void TextureCubeMap::setImagePosZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { mTexture->setImage(4, level, width, height, internalFormat, format, type, unpack, pixels); } void TextureCubeMap::setImageNegZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { mTexture->setImage(5, level, width, height, internalFormat, format, type, unpack, pixels); } void TextureCubeMap::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels) { mTexture->setCompressedImage(target, level, format, width, height, imageSize, pixels); } void TextureCubeMap::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { mTexture->subImage(target, level, xoffset, yoffset, width, height, format, type, unpack, pixels); } void TextureCubeMap::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels) { mTexture->subImageCompressed(target, level, xoffset, yoffset, width, height, format, imageSize, pixels); } // Tests for cube map sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 86. bool TextureCubeMap::isSamplerComplete(const SamplerState &samplerState) const { return mTexture->isSamplerComplete(samplerState); } // Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81. bool TextureCubeMap::isCubeComplete() const { return mTexture->isCubeComplete(); } bool TextureCubeMap::isCompressed(GLenum target, GLint level) const { return IsFormatCompressed(getInternalFormat(target, level)); } bool TextureCubeMap::isDepth(GLenum target, GLint level) const { return GetDepthBits(getInternalFormat(target, level)) > 0; } void TextureCubeMap::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) { mTexture->copyImage(target, level, format, x, y, width, height, source); } void TextureCubeMap::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) { mTexture->copySubImage(target, level, xoffset, yoffset, zoffset, x, y, width, height, source); } void TextureCubeMap::storage(GLsizei levels, GLenum internalformat, GLsizei size) { mImmutable = true; mTexture->storage(levels, internalformat, size); } void TextureCubeMap::generateMipmaps() { mTexture->generateMipmaps(); } const rx::Image *TextureCubeMap::getBaseLevelImage() const { // Note: if we are not cube-complete, there is no single base level image that can describe all // cube faces, so this method is only well-defined for a cube-complete base level. return mTexture->getImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0); } unsigned int TextureCubeMap::getRenderTargetSerial(GLenum target, GLint level) { return mTexture->getRenderTargetSerial(target, level); } rx::RenderTarget *TextureCubeMap::getRenderTarget(GLenum target, GLint level) { return mTexture->getRenderTarget(target, level); } rx::RenderTarget *TextureCubeMap::getDepthStencil(GLenum target, GLint level) { return mTexture->getDepthStencil(target, level); } Texture3D::Texture3D(rx::Texture3DImpl *impl, GLuint id) : Texture(id, GL_TEXTURE_3D), mTexture(impl) { } Texture3D::~Texture3D() { SafeDelete(mTexture); } rx::TextureStorageInterface *Texture3D::getNativeTexture() { return mTexture->getNativeTexture(); } void Texture3D::setUsage(GLenum usage) { mUsage = usage; mTexture->setUsage(usage); } bool Texture3D::hasDirtyImages() const { return mTexture->hasDirtyImages(); } void Texture3D::resetDirty() { mTexture->resetDirty(); } GLsizei Texture3D::getWidth(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getWidth() : 0; } GLsizei Texture3D::getHeight(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getHeight() : 0; } GLsizei Texture3D::getDepth(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getDepth() : 0; } GLenum Texture3D::getInternalFormat(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getInternalFormat() : GL_NONE; } GLenum Texture3D::getActualFormat(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getActualFormat() : GL_NONE; } bool Texture3D::isCompressed(GLint level) const { return IsFormatCompressed(getInternalFormat(level)); } bool Texture3D::isDepth(GLint level) const { return GetDepthBits(getInternalFormat(level)) > 0; } void Texture3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { mTexture->setImage(level, width, height, depth, internalFormat, format, type, unpack, pixels); } void Texture3D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels) { mTexture->setCompressedImage(level, format, width, height, depth, imageSize, pixels); } void Texture3D::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { mTexture->subImage(level, xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels); } void Texture3D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels) { mTexture->subImageCompressed(level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels); } void Texture3D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) { mImmutable = true; mTexture->storage(levels, internalformat, width, height, depth); } void Texture3D::generateMipmaps() { mTexture->generateMipmaps(); } const rx::Image *Texture3D::getBaseLevelImage() const { return mTexture->getImage(0); } void Texture3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) { mTexture->copySubImage(target, level, xoffset, yoffset, zoffset, x, y, width, height, source); } bool Texture3D::isSamplerComplete(const SamplerState &samplerState) const { return mTexture->isSamplerComplete(samplerState); } bool Texture3D::isMipmapComplete() const { return mTexture->isMipmapComplete(); } unsigned int Texture3D::getRenderTargetSerial(GLint level, GLint layer) { return mTexture->getRenderTargetSerial(level, layer); } rx::RenderTarget *Texture3D::getRenderTarget(GLint level) { return mTexture->getRenderTarget(level); } rx::RenderTarget *Texture3D::getRenderTarget(GLint level, GLint layer) { return mTexture->getRenderTarget(level, layer); } rx::RenderTarget *Texture3D::getDepthStencil(GLint level, GLint layer) { return mTexture->getDepthStencil(level, layer); } Texture2DArray::Texture2DArray(rx::Texture2DArrayImpl *impl, GLuint id) : Texture(id, GL_TEXTURE_2D_ARRAY), mTexture(impl) { } Texture2DArray::~Texture2DArray() { SafeDelete(mTexture); } rx::TextureStorageInterface *Texture2DArray::getNativeTexture() { return mTexture->getNativeTexture(); } void Texture2DArray::setUsage(GLenum usage) { mUsage = usage; mTexture->setUsage(usage); } bool Texture2DArray::hasDirtyImages() const { return mTexture->hasDirtyImages(); } void Texture2DArray::resetDirty() { mTexture->resetDirty(); } GLsizei Texture2DArray::getWidth(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getLayerCount(level) > 0) ? mTexture->getImage(level, 0)->getWidth() : 0; } GLsizei Texture2DArray::getHeight(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getLayerCount(level) > 0) ? mTexture->getImage(level, 0)->getHeight() : 0; } GLsizei Texture2DArray::getLayers(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getLayerCount(level) : 0; } GLenum Texture2DArray::getInternalFormat(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getLayerCount(level) > 0) ? mTexture->getImage(level, 0)->getInternalFormat() : GL_NONE; } GLenum Texture2DArray::getActualFormat(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getLayerCount(level) > 0) ? mTexture->getImage(level, 0)->getActualFormat() : GL_NONE; } bool Texture2DArray::isCompressed(GLint level) const { return IsFormatCompressed(getInternalFormat(level)); } bool Texture2DArray::isDepth(GLint level) const { return GetDepthBits(getInternalFormat(level)) > 0; } void Texture2DArray::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { mTexture->setImage(level, width, height, depth, internalFormat, format, type, unpack, pixels); } void Texture2DArray::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels) { mTexture->setCompressedImage(level, format, width, height, depth, imageSize, pixels); } void Texture2DArray::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { mTexture->subImage(level, xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels); } void Texture2DArray::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels) { mTexture->subImageCompressed(level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels); } void Texture2DArray::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) { mImmutable = true; mTexture->storage(levels, internalformat, width, height, depth); } void Texture2DArray::generateMipmaps() { mTexture->generateMipmaps(); } const rx::Image *Texture2DArray::getBaseLevelImage() const { return (mTexture->getLayerCount(0) > 0 ? mTexture->getImage(0, 0) : NULL); } void Texture2DArray::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) { mTexture->copySubImage(target, level, xoffset, yoffset, zoffset, x, y, width, height, source); } bool Texture2DArray::isSamplerComplete(const SamplerState &samplerState) const { return mTexture->isSamplerComplete(samplerState); } bool Texture2DArray::isMipmapComplete() const { return mTexture->isMipmapComplete(); } unsigned int Texture2DArray::getRenderTargetSerial(GLint level, GLint layer) { return mTexture->getRenderTargetSerial(level, layer); } rx::RenderTarget *Texture2DArray::getRenderTarget(GLint level, GLint layer) { return mTexture->getRenderTarget(level, layer); } rx::RenderTarget *Texture2DArray::getDepthStencil(GLint level, GLint layer) { return mTexture->getDepthStencil(level, layer); } }