// // Copyright (c) 2002-2010 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 #define GL_APICALL #include #include #include "libGLESv2/Renderbuffer.h" #include "libGLESv2/utilities.h" #include "common/debug.h" namespace gl { class Context; class Blit; enum { MAX_TEXTURE_SIZE = 2048, MAX_CUBE_MAP_TEXTURE_SIZE = 2048, MAX_TEXTURE_LEVELS = 12 // 1+log2 of MAX_TEXTURE_SIZE }; class Texture { public: explicit Texture(Context *context); virtual ~Texture(); virtual GLenum getTarget() const = 0; bool setMinFilter(GLenum filter); bool setMagFilter(GLenum filter); bool setWrapS(GLenum wrap); bool setWrapT(GLenum wrap); GLenum getMinFilter() const; GLenum getMagFilter() const; GLenum getWrapS() const; GLenum getWrapT() const; GLuint getWidth() const; GLuint getHeight() const; virtual bool isComplete() const = 0; IDirect3DBaseTexture9 *getTexture(); virtual Colorbuffer *getColorbuffer(GLenum target) = 0; virtual void generateMipmaps() = 0; bool isDirty() const; protected: class TextureColorbufferProxy; friend class TextureColorbufferProxy; class TextureColorbufferProxy : public Colorbuffer { public: TextureColorbufferProxy(Texture *texture, GLenum target); // target is a 2D-like texture target (GL_TEXTURE_2D or one of the cube face targets) virtual IDirect3DSurface9 *getRenderTarget(); virtual int getWidth(); virtual int getHeight(); private: Texture *mTexture; GLenum mTarget; }; // Helper structure representing a single image layer struct Image { Image(); ~Image(); GLsizei width; GLsizei height; GLenum format; bool dirty; IDirect3DSurface9 *surface; }; static D3DFORMAT selectFormat(GLenum format); int imagePitch(const Image& img) const; GLenum mMinFilter; GLenum mMagFilter; GLenum mWrapS; GLenum mWrapT; void setImage(GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *img); void subImage(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *img); void needRenderTarget(); GLint creationLevels(GLsizei width, GLsizei height, GLint maxlevel) const; GLint creationLevels(GLsizei size, GLint maxlevel) const; // The pointer returned is weak and it is assumed the derived class will keep a strong pointer until the next createTexture() call. virtual IDirect3DBaseTexture9 *createTexture() = 0; virtual void updateTexture() = 0; virtual IDirect3DBaseTexture9 *convertToRenderTarget() = 0; virtual IDirect3DSurface9 *getRenderTarget(GLenum target) = 0; virtual bool dirtyImageData() const = 0; void dropTexture(); void pushTexture(IDirect3DBaseTexture9 *newTexture, bool renderable); Blit *getBlitter(); unsigned int mWidth; unsigned int mHeight; int levelCount() const; private: DISALLOW_COPY_AND_ASSIGN(Texture); Context *mContext; IDirect3DBaseTexture9 *mBaseTexture; // This is a weak pointer. The derived class is assumed to own a strong pointer. bool mDirtyMetaData; bool mIsRenderable; bool mDirty; void loadImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *input, std::size_t outputPitch, void *output) const; }; class Texture2D : public Texture { public: explicit Texture2D(Context *context); ~Texture2D(); GLenum getTarget() const; void setImage(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void copyImage(GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, Renderbuffer *source); void copySubImage(GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Renderbuffer *source); bool isComplete() const; virtual void generateMipmaps(); virtual Colorbuffer *getColorbuffer(GLenum target); private: DISALLOW_COPY_AND_ASSIGN(Texture2D); virtual IDirect3DBaseTexture9 *createTexture(); virtual void updateTexture(); virtual IDirect3DBaseTexture9 *convertToRenderTarget(); virtual bool dirtyImageData() const; void commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height); Image mImageArray[MAX_TEXTURE_LEVELS]; IDirect3DTexture9 *mTexture; TextureColorbufferProxy *mColorbufferProxy; bool redefineTexture(GLint level, GLenum internalFormat, GLsizei width, GLsizei height); virtual IDirect3DSurface9 *getRenderTarget(GLenum target); }; class TextureCubeMap : public Texture { public: explicit TextureCubeMap(Context *context); ~TextureCubeMap(); GLenum getTarget() const; void setImagePosX(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void setImageNegX(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void setImagePosY(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void setImageNegY(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void setImagePosZ(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void setImageNegZ(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void subImage(GLenum face, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void copyImage(GLenum face, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, Renderbuffer *source); void copySubImage(GLenum face, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Renderbuffer *source); bool isComplete() const; virtual void generateMipmaps(); virtual Colorbuffer *getColorbuffer(GLenum target); private: DISALLOW_COPY_AND_ASSIGN(TextureCubeMap); virtual IDirect3DBaseTexture9 *createTexture(); virtual void updateTexture(); virtual IDirect3DBaseTexture9 *convertToRenderTarget(); virtual bool dirtyImageData() const; // faceIdentifier is 0-5 or one of the GL_TEXTURE_CUBE_MAP_* enumerants. // Returns NULL if the call underlying Direct3D call fails. IDirect3DSurface9 *getCubeMapSurface(unsigned int faceIdentifier, unsigned int level); static unsigned int faceIndex(GLenum face); bool isCubeComplete() const; void setImage(int face, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void commitRect(GLenum faceTarget, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height); bool redefineTexture(GLint level, GLenum internalFormat, GLsizei width); Image mImageArray[6][MAX_TEXTURE_LEVELS]; IDirect3DCubeTexture9 *mTexture; TextureColorbufferProxy *mFaceProxies[6]; virtual IDirect3DSurface9 *getRenderTarget(GLenum target); }; } #endif // LIBGLESV2_TEXTURE_H_