// // Copyright (c) 2002-2013 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.h: Defines the abstract gl::Texture class and its concrete derived // classes Texture2D and TextureCubeMap. Implements GL texture objects and // related functionality. [OpenGL ES 2.0.24] section 3.7 page 63. #ifndef LIBGLESV2_TEXTURE_H_ #define LIBGLESV2_TEXTURE_H_ #include "common/debug.h" #include "common/RefCountObject.h" #include "libGLESv2/angletypes.h" #include "libGLESv2/constants.h" #include "libGLESv2/renderer/TextureImpl.h" #include "libGLESv2/Caps.h" #include "angle_gl.h" #include namespace egl { class Surface; } namespace rx { class TextureStorageInterface; class Image; } namespace gl { class Framebuffer; class FramebufferAttachment; struct ImageIndex; bool IsMipmapFiltered(const gl::SamplerState &samplerState); class Texture : public RefCountObject { public: Texture(rx::TextureImpl *impl, GLuint id, GLenum target); virtual ~Texture(); GLenum getTarget() const; const SamplerState &getSamplerState() const { return mSamplerState; } SamplerState &getSamplerState() { return mSamplerState; } void getSamplerStateWithNativeOffset(SamplerState *sampler); void setUsage(GLenum usage); GLenum getUsage() const; GLint getBaseLevelWidth() const; GLint getBaseLevelHeight() const; GLint getBaseLevelDepth() const; GLenum getBaseLevelInternalFormat() const; GLsizei getWidth(const ImageIndex &index) const; GLsizei getHeight(const ImageIndex &index) const; GLenum getInternalFormat(const ImageIndex &index) const; GLenum getActualFormat(const ImageIndex &index) const; virtual bool isSamplerComplete(const SamplerState &samplerState, const TextureCapsMap &textureCaps, const Extensions &extensions, int clientVersion) const = 0; rx::TextureStorage *getNativeTexture(); virtual void generateMipmaps(); virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source); unsigned int getTextureSerial(); bool isImmutable() const; int immutableLevelCount(); rx::TextureImpl *getImplementation() { return mTexture; } const rx::TextureImpl *getImplementation() const { return mTexture; } static const GLuint INCOMPLETE_TEXTURE_ID = static_cast(-1); // Every texture takes an id at creation time. The value is arbitrary because it is never registered with the resource manager. protected: int mipLevels() const; rx::TextureImpl *mTexture; SamplerState mSamplerState; GLenum mUsage; bool mImmutable; GLenum mTarget; const rx::Image *getBaseLevelImage() const; private: DISALLOW_COPY_AND_ASSIGN(Texture); }; class Texture2D : public Texture { public: Texture2D(rx::TextureImpl *impl, GLuint id); virtual ~Texture2D(); GLsizei getWidth(GLint level) const; GLsizei getHeight(GLint level) const; GLenum getInternalFormat(GLint level) const; GLenum getActualFormat(GLint level) const; bool isCompressed(GLint level) const; bool isDepth(GLint level) const; void setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels); void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels); void subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels); void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels); void copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source); void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); virtual bool isSamplerComplete(const SamplerState &samplerState, const TextureCapsMap &textureCaps, const Extensions &extensions, int clientVersion) const; virtual void bindTexImage(egl::Surface *surface); virtual void releaseTexImage(); virtual void generateMipmaps(); private: DISALLOW_COPY_AND_ASSIGN(Texture2D); bool isMipmapComplete() const; bool isLevelComplete(int level) const; egl::Surface *mSurface; }; class TextureCubeMap : public Texture { public: TextureCubeMap(rx::TextureImpl *impl, GLuint id); virtual ~TextureCubeMap(); GLsizei getWidth(GLenum target, GLint level) const; GLsizei getHeight(GLenum target, GLint level) const; GLenum getInternalFormat(GLenum target, GLint level) const; GLenum getActualFormat(GLenum target, GLint level) const; bool isCompressed(GLenum target, GLint level) const; bool isDepth(GLenum target, GLint level) const; void setImagePosX(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels); void setImageNegX(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels); void setImagePosY(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels); void setImageNegY(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels); void setImagePosZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels); void setImageNegZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels); void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels); void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels); void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels); void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source); void storage(GLsizei levels, GLenum internalformat, GLsizei size); virtual bool isSamplerComplete(const SamplerState &samplerState, const TextureCapsMap &textureCaps, const Extensions &extensions, int clientVersion) const; bool isCubeComplete() const; static int targetToLayerIndex(GLenum target); static GLenum layerIndexToTarget(GLint layer); private: DISALLOW_COPY_AND_ASSIGN(TextureCubeMap); bool isMipmapComplete() const; bool isFaceLevelComplete(int faceIndex, int level) const; }; class Texture3D : public Texture { public: Texture3D(rx::TextureImpl *impl, GLuint id); virtual ~Texture3D(); GLsizei getWidth(GLint level) const; GLsizei getHeight(GLint level) const; GLsizei getDepth(GLint level) const; GLenum getInternalFormat(GLint level) const; GLenum getActualFormat(GLint level) const; bool isCompressed(GLint level) const; bool isDepth(GLint level) const; void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels); void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels); void 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); void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels); void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); virtual bool isSamplerComplete(const SamplerState &samplerState, const TextureCapsMap &textureCaps, const Extensions &extensions, int clientVersion) const; private: DISALLOW_COPY_AND_ASSIGN(Texture3D); bool isMipmapComplete() const; bool isLevelComplete(int level) const; }; class Texture2DArray : public Texture { public: Texture2DArray(rx::TextureImpl *impl, GLuint id); virtual ~Texture2DArray(); GLsizei getWidth(GLint level) const; GLsizei getHeight(GLint level) const; GLsizei getLayers(GLint level) const; GLenum getInternalFormat(GLint level) const; GLenum getActualFormat(GLint level) const; bool isCompressed(GLint level) const; bool isDepth(GLint level) const; void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels); void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels); void 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); void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels); void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); virtual bool isSamplerComplete(const SamplerState &samplerState, const TextureCapsMap &textureCaps, const Extensions &extensions, int clientVersion) const; private: DISALLOW_COPY_AND_ASSIGN(Texture2DArray); bool isMipmapComplete() const; bool isLevelComplete(int level) const; }; } #endif // LIBGLESV2_TEXTURE_H_