// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // Texture.h: Defines the abstract Texture class and its concrete derived // classes Texture2D and TextureCubeMap. Implements GL texture objects and // related functionality. #ifndef LIBGL_TEXTURE_H_ #define LIBGL_TEXTURE_H_ #include "Renderbuffer.h" #include "common/Object.hpp" #include "utilities.h" #include "common/debug.h" #define _GDI32_ #include #include #include #include namespace gl { class Surface; class Config; class Framebuffer; enum { IMPLEMENTATION_MAX_TEXTURE_LEVELS = sw::MIPMAP_LEVELS, IMPLEMENTATION_MAX_TEXTURE_SIZE = 1 << (IMPLEMENTATION_MAX_TEXTURE_LEVELS - 1), IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE = 1 << (IMPLEMENTATION_MAX_TEXTURE_LEVELS - 1), IMPLEMENTATION_MAX_RENDERBUFFER_SIZE = sw::OUTLINE_RESOLUTION, }; class Texture : public NamedObject { public: explicit Texture(GLuint name); virtual ~Texture(); sw::Resource *getResource() const; 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 setMaxAnisotropy(GLfloat textureMaxAnisotropy); bool setMaxLevel(int level); GLenum getMinFilter() const; GLenum getMagFilter() const; GLenum getWrapS() const; GLenum getWrapT() const; GLfloat getMaxAnisotropy() const; virtual GLsizei getWidth(GLenum target, GLint level) const = 0; virtual GLsizei getHeight(GLenum target, GLint level) const = 0; virtual GLenum getFormat(GLenum target, GLint level) const = 0; virtual GLenum getType(GLenum target, GLint level) const = 0; virtual sw::Format getInternalFormat(GLenum target, GLint level) const = 0; virtual int getLevelCount() const = 0; virtual bool isSamplerComplete() const = 0; virtual bool isCompressed(GLenum target, GLint level) const = 0; virtual bool isDepth(GLenum target, GLint level) const = 0; virtual Renderbuffer *getRenderbuffer(GLenum target) = 0; virtual Image *getRenderTarget(GLenum target, unsigned int level) = 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; protected: void setImage(GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *image); void 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); void subImageCompressed(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels, Image *image); bool copy(Image *source, const sw::Rect &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, Image *dest); bool isMipmapFiltered() const; GLenum mMinFilter; GLenum mMagFilter; GLenum mWrapS; GLenum mWrapT; GLfloat mMaxAnisotropy; GLint mMaxLevel; sw::Resource *resource; }; class Texture2D : public Texture { public: explicit Texture2D(GLuint name); virtual ~Texture2D(); void addProxyRef(const Renderbuffer *proxy); void releaseProxy(const Renderbuffer *proxy); virtual GLenum getTarget() const; virtual GLsizei getWidth(GLenum target, GLint level) const; virtual GLsizei getHeight(GLenum target, GLint level) const; virtual GLenum getFormat(GLenum target, GLint level) const; virtual GLenum getType(GLenum target, GLint level) const; virtual sw::Format getInternalFormat(GLenum target, GLint level) const; virtual int getLevelCount() 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); void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source); void setImage(Image *image); virtual bool isSamplerComplete() const; virtual bool isCompressed(GLenum target, GLint level) const; virtual bool isDepth(GLenum target, GLint level) const; virtual void generateMipmaps(); virtual Renderbuffer *getRenderbuffer(GLenum target); virtual Image *getRenderTarget(GLenum target, unsigned int level); Image *getImage(unsigned int level); protected: bool isMipmapComplete() const; Image *image[IMPLEMENTATION_MAX_TEXTURE_LEVELS]; // 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 TextureCubeMap : public Texture { public: explicit TextureCubeMap(GLuint name); virtual ~TextureCubeMap(); void addProxyRef(const Renderbuffer *proxy); void releaseProxy(const Renderbuffer *proxy); virtual GLenum getTarget() const; virtual GLsizei getWidth(GLenum target, GLint level) const; virtual GLsizei getHeight(GLenum target, GLint level) const; virtual GLenum getFormat(GLenum target, GLint level) const; virtual GLenum getType(GLenum target, GLint level) const; virtual sw::Format getInternalFormat(GLenum target, GLint level) const; virtual int getLevelCount() const; void setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, 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, 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); virtual bool isSamplerComplete() const; virtual bool isCompressed(GLenum target, GLint level) const; virtual bool isDepth(GLenum target, GLint level) const; virtual void generateMipmaps(); virtual Renderbuffer *getRenderbuffer(GLenum target); virtual Image *getRenderTarget(GLenum target, unsigned int level); Image *getImage(int face, unsigned int level); private: bool isCubeComplete() const; bool isMipmapCubeComplete() const; // face is one of the GL_TEXTURE_CUBE_MAP_* enumerants. Returns nullptr on failure. Image *getImage(GLenum face, unsigned int level); Image *image[6][IMPLEMENTATION_MAX_TEXTURE_LEVELS]; // 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 // LIBGL_TEXTURE_H_