// // 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 #include "angle_gl.h" #include "common/debug.h" #include "common/RefCountObject.h" #include "libGLESv2/angletypes.h" #include "libGLESv2/constants.h" namespace egl { class Surface; } namespace rx { class Texture2DImpl; class TextureCubeImpl; class Texture3DImpl; class Texture2DArrayImpl; class TextureStorageInterface; class RenderTarget; class Image; } namespace gl { class Framebuffer; class FramebufferAttachment; class Texture : public RefCountObject { public: Texture(GLuint id, GLenum target); virtual ~Texture(); GLenum getTarget() const; const SamplerState &getSamplerState() const { return mSamplerState; } SamplerState &getSamplerState() { return mSamplerState; } void getSamplerStateWithNativeOffset(SamplerState *sampler); virtual void setUsage(GLenum usage); GLenum getUsage() const; GLint getBaseLevelWidth() const; GLint getBaseLevelHeight() const; GLint getBaseLevelDepth() const; GLenum getBaseLevelInternalFormat() const; virtual bool isSamplerComplete(const SamplerState &samplerState) const = 0; virtual rx::TextureStorageInterface *getNativeTexture() = 0; virtual void generateMipmaps() = 0; virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) = 0; virtual bool hasDirtyImages() const = 0; virtual void resetDirty() = 0; unsigned int getTextureSerial(); bool isImmutable() const; int immutableLevelCount(); 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; SamplerState mSamplerState; GLenum mUsage; bool mImmutable; GLenum mTarget; private: DISALLOW_COPY_AND_ASSIGN(Texture); virtual const rx::Image *getBaseLevelImage() const = 0; }; class Texture2D : public Texture { public: Texture2D(rx::Texture2DImpl *impl, GLuint id); ~Texture2D(); virtual rx::TextureStorageInterface *getNativeTexture(); virtual void setUsage(GLenum usage); virtual bool hasDirtyImages() const; virtual void resetDirty(); 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); virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, 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; virtual void bindTexImage(egl::Surface *surface); virtual void releaseTexImage(); virtual void generateMipmaps(); unsigned int getRenderTargetSerial(GLint level); protected: friend class Texture2DAttachment; rx::RenderTarget *getRenderTarget(GLint level); rx::RenderTarget *getDepthSencil(GLint level); private: DISALLOW_COPY_AND_ASSIGN(Texture2D); virtual const rx::Image *getBaseLevelImage() const; void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height); rx::Texture2DImpl *mTexture; egl::Surface *mSurface; }; class TextureCubeMap : public Texture { public: TextureCubeMap(rx::TextureCubeImpl *impl, GLuint id); ~TextureCubeMap(); virtual rx::TextureStorageInterface *getNativeTexture(); virtual void setUsage(GLenum usage); virtual bool hasDirtyImages() const; virtual void resetDirty(); 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); virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, 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; bool isCubeComplete() const; virtual void generateMipmaps(); unsigned int getRenderTargetSerial(GLenum target, GLint level); protected: friend class TextureCubeMapAttachment; rx::RenderTarget *getRenderTarget(GLenum target, GLint level); rx::RenderTarget *getDepthStencil(GLenum target, GLint level); private: DISALLOW_COPY_AND_ASSIGN(TextureCubeMap); virtual const rx::Image *getBaseLevelImage() const; rx::TextureCubeImpl *mTexture; }; class Texture3D : public Texture { public: Texture3D(rx::Texture3DImpl *impl, GLuint id); ~Texture3D(); virtual rx::TextureStorageInterface *getNativeTexture(); virtual void setUsage(GLenum usage); virtual bool hasDirtyImages() const; virtual void resetDirty(); 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 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); virtual bool isSamplerComplete(const SamplerState &samplerState) const; virtual bool isMipmapComplete() const; unsigned int getRenderTargetSerial(GLint level, GLint layer); protected: friend class Texture3DAttachment; rx::RenderTarget *getRenderTarget(GLint level); rx::RenderTarget *getRenderTarget(GLint level, GLint layer); rx::RenderTarget *getDepthStencil(GLint level, GLint layer); private: DISALLOW_COPY_AND_ASSIGN(Texture3D); virtual const rx::Image *getBaseLevelImage() const; rx::Texture3DImpl *mTexture; }; class Texture2DArray : public Texture { public: Texture2DArray(rx::Texture2DArrayImpl *impl, GLuint id); ~Texture2DArray(); virtual rx::TextureStorageInterface *getNativeTexture(); virtual void setUsage(GLenum usage); virtual bool hasDirtyImages() const; virtual void resetDirty(); 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 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); virtual bool isSamplerComplete(const SamplerState &samplerState) const; virtual bool isMipmapComplete() const; unsigned int getRenderTargetSerial(GLint level, GLint layer); protected: friend class Texture2DArrayAttachment; rx::RenderTarget *getRenderTarget(GLint level, GLint layer); rx::RenderTarget *getDepthStencil(GLint level, GLint layer); private: DISALLOW_COPY_AND_ASSIGN(Texture2DArray); virtual const rx::Image *getBaseLevelImage() const; rx::Texture2DArrayImpl *mTexture; }; } #endif // LIBGLESV2_TEXTURE_H_