summaryrefslogtreecommitdiffstats
path: root/src/3rdparty/angle/src/libGLESv2/Texture.h
blob: 29f952f9f61050a42e284edfea3ad4722f41484f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
//
// 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 <vector>

#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<GLuint>(-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_