// // 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 #include #include "common/debug.h" #include "common/RefCountObject.h" #include "libGLESv2/angletypes.h" #include "libGLESv2/RenderbufferProxySet.h" namespace egl { class Surface; } namespace rx { class Renderer; class TextureStorageInterface; class TextureStorageInterface2D; class TextureStorageInterfaceCube; class TextureStorageInterface3D; class TextureStorageInterface2DArray; class RenderTarget; class Image; } namespace gl { class Framebuffer; class FramebufferAttachment; 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_2D_TEXTURE_SIZE = 16384, IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE = 16384, IMPLEMENTATION_MAX_3D_TEXTURE_SIZE = 2048, IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS = 2048, IMPLEMENTATION_MAX_TEXTURE_LEVELS = 15 // 1+log2 of MAX_TEXTURE_SIZE }; bool IsMipmapFiltered(const SamplerState &samplerState); class Texture : public RefCountObject { public: Texture(rx::Renderer *renderer, GLuint id, GLenum target); virtual ~Texture(); void addProxyRef(const FramebufferAttachment *proxy); void releaseProxy(const FramebufferAttachment *proxy); GLenum getTarget() const; void setMinFilter(GLenum filter); void setMagFilter(GLenum filter); void setWrapS(GLenum wrap); void setWrapT(GLenum wrap); void setWrapR(GLenum wrap); void setMaxAnisotropy(float textureMaxAnisotropy, float contextMaxAnisotropy); void setCompareMode(GLenum mode); void setCompareFunc(GLenum func); void setSwizzleRed(GLenum swizzle); void setSwizzleGreen(GLenum swizzle); void setSwizzleBlue(GLenum swizzle); void setSwizzleAlpha(GLenum swizzle); void setBaseLevel(GLint baseLevel); void setMaxLevel(GLint maxLevel); void setMinLod(GLfloat minLod); void setMaxLod(GLfloat maxLod); void setUsage(GLenum usage); GLenum getMinFilter() const; GLenum getMagFilter() const; GLenum getWrapS() const; GLenum getWrapT() const; GLenum getWrapR() const; float getMaxAnisotropy() const; GLenum getSwizzleRed() const; GLenum getSwizzleGreen() const; GLenum getSwizzleBlue() const; GLenum getSwizzleAlpha() const; GLint getBaseLevel() const; GLint getMaxLevel() const; GLfloat getMinLod() const; GLfloat getMaxLod() const; bool isSwizzled() const; void getSamplerState(SamplerState *sampler); GLenum getUsage() const; GLint getBaseLevelWidth() const; GLint getBaseLevelHeight() const; GLint getBaseLevelDepth() const; GLenum getBaseLevelInternalFormat() const; virtual bool isSamplerComplete(const SamplerState &samplerState) const = 0; rx::TextureStorageInterface *getNativeTexture(); 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; bool hasDirtyParameters() const; bool hasDirtyImages() const; void resetDirty(); 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: void setImage(const PixelUnpackState &unpack, GLenum type, const void *pixels, rx::Image *image); bool subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels, rx::Image *image); void setCompressedImage(GLsizei imageSize, const void *pixels, rx::Image *image); bool subImageCompressed(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels, rx::Image *image); bool isFastUnpackable(const PixelUnpackState &unpack, GLenum sizedInternalFormat); bool fastUnpackPixels(const PixelUnpackState &unpack, const void *pixels, const Box &destArea, GLenum sizedInternalFormat, GLenum type, rx::RenderTarget *destRenderTarget); GLint creationLevels(GLsizei width, GLsizei height, GLsizei depth) const; int mipLevels() const; virtual void initializeStorage(bool renderTarget) = 0; virtual void updateStorage() = 0; virtual bool ensureRenderTarget() = 0; rx::Renderer *mRenderer; SamplerState mSamplerState; GLenum mUsage; bool mDirtyImages; bool mImmutable; GLenum mTarget; // 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 FramebufferAttachment. RenderbufferProxySet mRenderbufferProxies; private: DISALLOW_COPY_AND_ASSIGN(Texture); virtual rx::TextureStorageInterface *getBaseLevelStorage() = 0; virtual const rx::Image *getBaseLevelImage() const = 0; }; class Texture2D : public Texture { public: Texture2D(rx::Renderer *renderer, GLuint id); ~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); 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(); FramebufferAttachment *getAttachment(GLint level); 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 void initializeStorage(bool renderTarget); rx::TextureStorageInterface2D *createCompleteStorage(bool renderTarget) const; void setCompleteTexStorage(rx::TextureStorageInterface2D *newCompleteTexStorage); virtual void updateStorage(); virtual bool ensureRenderTarget(); virtual rx::TextureStorageInterface *getBaseLevelStorage(); virtual const rx::Image *getBaseLevelImage() const; bool isMipmapComplete() const; bool isValidLevel(int level) const; bool isLevelComplete(int level) const; void updateStorageLevel(int level); void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height); void commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height); rx::Image *mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS]; rx::TextureStorageInterface2D *mTexStorage; egl::Surface *mSurface; }; class TextureCubeMap : public Texture { public: TextureCubeMap(rx::Renderer *renderer, GLuint id); ~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); 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(); FramebufferAttachment *getAttachment(GLenum target, GLint level); unsigned int getRenderTargetSerial(GLenum target, GLint level); static int targetToIndex(GLenum target); 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 void initializeStorage(bool renderTarget); rx::TextureStorageInterfaceCube *createCompleteStorage(bool renderTarget) const; void setCompleteTexStorage(rx::TextureStorageInterfaceCube *newCompleteTexStorage); virtual void updateStorage(); virtual bool ensureRenderTarget(); virtual rx::TextureStorageInterface *getBaseLevelStorage(); virtual const rx::Image *getBaseLevelImage() const; bool isMipmapCubeComplete() const; bool isValidFaceLevel(int faceIndex, int level) const; bool isFaceLevelComplete(int faceIndex, int level) const; void updateStorageFaceLevel(int faceIndex, int level); void setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels); void commitRect(int faceIndex, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height); void redefineImage(int faceIndex, GLint level, GLenum internalformat, GLsizei width, GLsizei height); rx::Image *mImageArray[6][IMPLEMENTATION_MAX_TEXTURE_LEVELS]; rx::TextureStorageInterfaceCube *mTexStorage; }; class Texture3D : public Texture { public: Texture3D(rx::Renderer *renderer, GLuint id); ~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 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; FramebufferAttachment *getAttachment(GLint level, GLint layer); 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 void initializeStorage(bool renderTarget); rx::TextureStorageInterface3D *createCompleteStorage(bool renderTarget) const; void setCompleteTexStorage(rx::TextureStorageInterface3D *newCompleteTexStorage); virtual void updateStorage(); virtual bool ensureRenderTarget(); virtual rx::TextureStorageInterface *getBaseLevelStorage(); virtual const rx::Image *getBaseLevelImage() const; void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); void commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); bool isValidLevel(int level) const; bool isLevelComplete(int level) const; void updateStorageLevel(int level); rx::Image *mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS]; rx::TextureStorageInterface3D *mTexStorage; }; class Texture2DArray : public Texture { public: Texture2DArray(rx::Renderer *renderer, GLuint id); ~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 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; FramebufferAttachment *getAttachment(GLint level, GLint layer); 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 void initializeStorage(bool renderTarget); rx::TextureStorageInterface2DArray *createCompleteStorage(bool renderTarget) const; void setCompleteTexStorage(rx::TextureStorageInterface2DArray *newCompleteTexStorage); virtual void updateStorage(); virtual bool ensureRenderTarget(); virtual rx::TextureStorageInterface *getBaseLevelStorage(); virtual const rx::Image *getBaseLevelImage() const; void deleteImages(); void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); void commitRect(GLint level, GLint xoffset, GLint yoffset, GLint layerTarget, GLsizei width, GLsizei height); bool isValidLevel(int level) const; bool isLevelComplete(int level) const; void updateStorageLevel(int level); // Storing images as an array of single depth textures since D3D11 treats each array level of a // Texture2D object as a separate subresource. Each layer would have to be looped over // to update all the texture layers since they cannot all be updated at once and it makes the most // sense for the Image class to not have to worry about layer subresource as well as mip subresources. GLsizei mLayerCounts[IMPLEMENTATION_MAX_TEXTURE_LEVELS]; rx::Image **mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS]; rx::TextureStorageInterface2DArray *mTexStorage; }; } #endif // LIBGLESV2_TEXTURE_H_