// // 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 "common/debug.h" #include "common/RefCountObject.h" #include "libGLESv2/Renderbuffer.h" #include "libGLESv2/utilities.h" namespace egl { class Surface; } namespace gl { class Blit; class Framebuffer; enum { // These are the maximums the implementation can support // The actual GL caps are limited by the device caps // and should be queried from the Context IMPLEMENTATION_MAX_TEXTURE_SIZE = 16384, IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE = 16384, IMPLEMENTATION_MAX_TEXTURE_LEVELS = 15 // 1+log2 of MAX_TEXTURE_SIZE }; class Image { public: Image(); ~Image(); bool redefine(GLenum format, GLsizei width, GLsizei height, GLenum type, bool forceRelease); void markDirty() {mDirty = true;} void markClean() {mDirty = false;} HRESULT lock(D3DLOCKED_RECT *lockedRect, const RECT *rect); void unlock(); bool isRenderableFormat() const; D3DFORMAT getD3DFormat() const; GLsizei getWidth() const {return mWidth;} GLsizei getHeight() const {return mHeight;} GLenum getFormat() const {return mFormat;} GLenum getType() const {return mType;} bool isDirty() const {return mSurface && mDirty;} IDirect3DSurface9 *getSurface(); void setManagedSurface(IDirect3DSurface9 *surface); void updateSurface(IDirect3DSurface9 *dest, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height); void loadData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum type, GLint unpackAlignment, const void *input, std::size_t outputPitch, void *output) const; void loadAlphaData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadAlphaFloatData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadAlphaHalfFloatData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadLuminanceData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output, bool native) const; void loadLuminanceFloatData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadLuminanceHalfFloatData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadLuminanceAlphaData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output, bool native) const; void loadLuminanceAlphaFloatData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadLuminanceAlphaHalfFloatData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadRGBUByteData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadRGB565Data(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadRGBFloatData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadRGBHalfFloatData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadRGBAUByteDataSSE2(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadRGBAUByteData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadRGBA4444Data(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadRGBA5551Data(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadRGBAFloatData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadRGBAHalfFloatData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadBGRAData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadCompressedData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadDXT1Data(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadDXT3Data(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void loadDXT5Data(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) const; void copy(GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, IDirect3DSurface9 *renderTarget); private: DISALLOW_COPY_AND_ASSIGN(Image); void createSurface(); GLsizei mWidth; GLsizei mHeight; GLenum mFormat; GLenum mType; bool mDirty; D3DPOOL mD3DPool; // can only be D3DPOOL_SYSTEMMEM or D3DPOOL_MANAGED since it needs to be lockable. D3DFORMAT mD3DFormat; IDirect3DSurface9 *mSurface; }; class TextureStorage { public: explicit TextureStorage(bool renderTarget); virtual ~TextureStorage(); bool isRenderTarget() const; bool isManaged() const; D3DPOOL getPool() const; unsigned int getTextureSerial() const; virtual unsigned int getRenderTargetSerial(GLenum target) const = 0; private: DISALLOW_COPY_AND_ASSIGN(TextureStorage); const bool mRenderTarget; const D3DPOOL mD3DPool; const unsigned int mTextureSerial; static unsigned int issueTextureSerial(); static unsigned int mCurrentTextureSerial; }; class Texture : public RefCountObject { public: explicit Texture(GLuint id); virtual ~Texture(); virtual void addProxyRef(const Renderbuffer *proxy) = 0; virtual void releaseProxy(const Renderbuffer *proxy) = 0; virtual GLenum getTarget() const = 0; bool setMinFilter(GLenum filter); bool setMagFilter(GLenum filter); bool setWrapS(GLenum wrap); bool setWrapT(GLenum wrap); bool setUsage(GLenum usage); GLenum getMinFilter() const; GLenum getMagFilter() const; GLenum getWrapS() const; GLenum getWrapT() const; GLenum getUsage() const; virtual GLsizei getWidth(GLint level) const = 0; virtual GLsizei getHeight(GLint level) const = 0; virtual GLenum getInternalFormat() const = 0; virtual GLenum getType() const = 0; virtual D3DFORMAT getD3DFormat() const = 0; virtual bool isSamplerComplete() const = 0; virtual bool isCompressed() const = 0; IDirect3DBaseTexture9 *getTexture(); virtual Renderbuffer *getRenderbuffer(GLenum target) = 0; virtual void generateMipmaps() = 0; virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) = 0; bool hasDirtyParameters() const; bool hasDirtyImages() const; void resetDirty(); unsigned int getTextureSerial(); unsigned int getRenderTargetSerial(GLenum target); bool isImmutable() const; 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: friend class RenderbufferTexture; void setImage(GLint unpackAlignment, const void *pixels, Image *image); bool subImage(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *image); void setCompressedImage(GLsizei imageSize, const void *pixels, Image *image); bool subImageCompressed(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels, Image *image); GLint creationLevels(GLsizei width, GLsizei height) const; GLint creationLevels(GLsizei size) const; virtual IDirect3DBaseTexture9 *getBaseTexture() const = 0; virtual void createTexture() = 0; virtual void updateTexture() = 0; virtual void convertToRenderTarget() = 0; virtual IDirect3DSurface9 *getRenderTarget(GLenum target) = 0; int levelCount() const; static Blit *getBlitter(); static bool copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged); GLenum mMinFilter; GLenum mMagFilter; GLenum mWrapS; GLenum mWrapT; bool mDirtyParameters; GLenum mUsage; bool mDirtyImages; bool mImmutable; private: DISALLOW_COPY_AND_ASSIGN(Texture); virtual TextureStorage *getStorage(bool renderTarget) = 0; }; class TextureStorage2D : public TextureStorage { public: explicit TextureStorage2D(IDirect3DTexture9 *surfaceTexture); TextureStorage2D(int levels, D3DFORMAT format, int width, int height, bool renderTarget); virtual ~TextureStorage2D(); IDirect3DSurface9 *getSurfaceLevel(int level); IDirect3DBaseTexture9 *getBaseTexture() const; virtual unsigned int getRenderTargetSerial(GLenum target) const; private: DISALLOW_COPY_AND_ASSIGN(TextureStorage2D); IDirect3DTexture9 *mTexture; const unsigned int mRenderTargetSerial; }; class Texture2D : public Texture { public: explicit Texture2D(GLuint id); ~Texture2D(); void addProxyRef(const Renderbuffer *proxy); void releaseProxy(const Renderbuffer *proxy); virtual GLenum getTarget() const; virtual GLsizei getWidth(GLint level) const; virtual GLsizei getHeight(GLint level) const; virtual GLenum getInternalFormat() const; virtual GLenum getType() const; virtual D3DFORMAT getD3DFormat() const; void setImage(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, 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, GLint unpackAlignment, 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 x, GLint y, GLsizei width, GLsizei height, Framebuffer *source); void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); virtual bool isSamplerComplete() const; virtual bool isCompressed() const; virtual void bindTexImage(egl::Surface *surface); virtual void releaseTexImage(); virtual void generateMipmaps(); virtual Renderbuffer *getRenderbuffer(GLenum target); private: DISALLOW_COPY_AND_ASSIGN(Texture2D); virtual IDirect3DBaseTexture9 *getBaseTexture() const; virtual void createTexture(); virtual void updateTexture(); virtual void convertToRenderTarget(); virtual IDirect3DSurface9 *getRenderTarget(GLenum target); virtual TextureStorage *getStorage(bool renderTarget); bool isMipmapComplete() const; void redefineImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLenum type); void commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height); Image mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS]; TextureStorage2D *mTexStorage; egl::Surface *mSurface; // A specific internal reference count is kept for colorbuffer proxy references, // because, as the renderbuffer acting as proxy will maintain a binding pointer // back to this texture, there would be a circular reference if we used a binding // pointer here. This reference count will cause the pointer to be set to NULL if // the count drops to zero, but will not cause deletion of the Renderbuffer. Renderbuffer *mColorbufferProxy; unsigned int mProxyRefs; }; class TextureStorageCubeMap : public TextureStorage { public: TextureStorageCubeMap(int levels, D3DFORMAT format, int size, bool renderTarget); virtual ~TextureStorageCubeMap(); IDirect3DSurface9 *getCubeMapSurface(GLenum faceTarget, int level); IDirect3DBaseTexture9 *getBaseTexture() const; virtual unsigned int getRenderTargetSerial(GLenum target) const; private: DISALLOW_COPY_AND_ASSIGN(TextureStorageCubeMap); IDirect3DCubeTexture9 *mTexture; const unsigned int mFirstRenderTargetSerial; }; class TextureCubeMap : public Texture { public: explicit TextureCubeMap(GLuint id); ~TextureCubeMap(); void addProxyRef(const Renderbuffer *proxy); void releaseProxy(const Renderbuffer *proxy); virtual GLenum getTarget() const; virtual GLsizei getWidth(GLint level) const; virtual GLsizei getHeight(GLint level) const; virtual GLenum getInternalFormat() const; virtual GLenum getType() const; virtual D3DFORMAT getD3DFormat() const; void setImagePosX(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void setImageNegX(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void setImagePosY(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void setImageNegY(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void setImagePosZ(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void setImageNegZ(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void setCompressedImage(GLenum face, 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, GLint unpackAlignment, 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 x, GLint y, GLsizei width, GLsizei height, Framebuffer *source); void storage(GLsizei levels, GLenum internalformat, GLsizei size); virtual bool isSamplerComplete() const; virtual bool isCompressed() const; virtual void generateMipmaps(); virtual Renderbuffer *getRenderbuffer(GLenum target); static unsigned int faceIndex(GLenum face); private: DISALLOW_COPY_AND_ASSIGN(TextureCubeMap); virtual IDirect3DBaseTexture9 *getBaseTexture() const; virtual void createTexture(); virtual void updateTexture(); virtual void convertToRenderTarget(); virtual IDirect3DSurface9 *getRenderTarget(GLenum target); virtual TextureStorage *getStorage(bool renderTarget); bool isCubeComplete() const; bool isMipmapCubeComplete() const; void setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void commitRect(int faceIndex, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height); void redefineImage(int faceIndex, GLint level, GLenum format, GLsizei width, GLsizei height, GLenum type); Image mImageArray[6][IMPLEMENTATION_MAX_TEXTURE_LEVELS]; TextureStorageCubeMap *mTexStorage; // A specific internal reference count is kept for colorbuffer proxy references, // because, as the renderbuffer acting as proxy will maintain a binding pointer // back to this texture, there would be a circular reference if we used a binding // pointer here. This reference count will cause the pointer to be set to NULL if // the count drops to zero, but will not cause deletion of the Renderbuffer. Renderbuffer *mFaceProxies[6]; unsigned int *mFaceProxyRefs[6]; }; } #endif // LIBGLESV2_TEXTURE_H_