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//
// Copyright 2014 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.
//
// TextureD3D.h: Implementations of the Texture interfaces shared betweeen the D3D backends.
#ifndef LIBANGLE_RENDERER_D3D_TEXTURED3D_H_
#define LIBANGLE_RENDERER_D3D_TEXTURED3D_H_
#include "common/Color.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Stream.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/TextureImpl.h"
#include "libANGLE/renderer/d3d/TextureStorage.h"
namespace gl
{
class Framebuffer;
}
namespace rx
{
class EGLImageD3D;
class ImageD3D;
class RendererD3D;
class RenderTargetD3D;
class TextureStorage;
class TextureD3D : public TextureImpl, public angle::ObserverInterface
{
public:
TextureD3D(const gl::TextureState &data, RendererD3D *renderer);
~TextureD3D() override;
void onDestroy(const gl::Context *context) override;
angle::Result getNativeTexture(const gl::Context *context, TextureStorage **outStorage);
bool hasDirtyImages() const { return mDirtyImages; }
void resetDirty() { mDirtyImages = false; }
virtual ImageD3D *getImage(const gl::ImageIndex &index) const = 0;
virtual GLsizei getLayerCount(int level) const = 0;
angle::Result getImageAndSyncFromStorage(const gl::Context *context,
const gl::ImageIndex &index,
ImageD3D **outImage);
GLint getBaseLevelWidth() const;
GLint getBaseLevelHeight() const;
GLenum getBaseLevelInternalFormat() const;
angle::Result setStorage(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size) override;
angle::Result setStorageMultisample(const gl::Context *context,
gl::TextureType type,
GLsizei samples,
GLint internalformat,
const gl::Extents &size,
bool fixedSampleLocations) override;
angle::Result setStorageExternalMemory(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size,
gl::MemoryObject *memoryObject,
GLuint64 offset) override;
bool isImmutable() const { return mImmutable; }
virtual angle::Result getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT) = 0;
// Returns an iterator over all "Images" for this particular Texture.
virtual gl::ImageIndexIterator imageIterator() const = 0;
// Returns an ImageIndex for a particular "Image". 3D Textures do not have images for
// slices of their depth texures, so 3D textures ignore the layer parameter.
virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const = 0;
virtual bool isValidIndex(const gl::ImageIndex &index) const = 0;
angle::Result setImageExternal(const gl::Context *context,
gl::TextureType type,
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc) override;
angle::Result generateMipmap(const gl::Context *context) override;
TextureStorage *getStorage();
ImageD3D *getBaseLevelImage() const;
angle::Result getAttachmentRenderTarget(const gl::Context *context,
GLenum binding,
const gl::ImageIndex &imageIndex,
GLsizei samples,
FramebufferAttachmentRenderTarget **rtOut) override;
angle::Result setBaseLevel(const gl::Context *context, GLuint baseLevel) override;
angle::Result syncState(const gl::Context *context,
const gl::Texture::DirtyBits &dirtyBits) override;
angle::Result initializeContents(const gl::Context *context,
const gl::ImageIndex &imageIndex) override;
GLsizei getRenderToTextureSamples();
// ObserverInterface implementation.
void onSubjectStateChange(angle::SubjectIndex index, angle::SubjectMessage message) override;
protected:
angle::Result setImageImpl(const gl::Context *context,
const gl::ImageIndex &index,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels,
ptrdiff_t layerOffset);
angle::Result subImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels,
ptrdiff_t layerOffset);
angle::Result setCompressedImageImpl(const gl::Context *context,
const gl::ImageIndex &index,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels,
ptrdiff_t layerOffset);
angle::Result subImageCompressed(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels,
ptrdiff_t layerOffset);
bool isFastUnpackable(const gl::Buffer *unpackBuffer, GLenum sizedInternalFormat);
angle::Result fastUnpackPixels(const gl::Context *context,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels,
const gl::Box &destArea,
GLenum sizedInternalFormat,
GLenum type,
RenderTargetD3D *destRenderTarget);
GLint getLevelZeroWidth() const;
GLint getLevelZeroHeight() const;
virtual GLint getLevelZeroDepth() const;
GLint creationLevels(GLsizei width, GLsizei height, GLsizei depth) const;
virtual angle::Result initMipmapImages(const gl::Context *context) = 0;
bool isBaseImageZeroSize() const;
virtual bool isImageComplete(const gl::ImageIndex &index) const = 0;
bool canCreateRenderTargetForImage(const gl::ImageIndex &index) const;
angle::Result ensureRenderTarget(const gl::Context *context);
virtual angle::Result createCompleteStorage(bool renderTarget,
TexStoragePointer *outTexStorage) const = 0;
virtual angle::Result setCompleteTexStorage(const gl::Context *context,
TextureStorage *newCompleteTexStorage) = 0;
angle::Result commitRegion(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &region);
angle::Result releaseTexStorage(const gl::Context *context);
GLuint getBaseLevel() const { return mBaseLevel; }
virtual void markAllImagesDirty() = 0;
GLint getBaseLevelDepth() const;
RendererD3D *mRenderer;
bool mDirtyImages;
bool mImmutable;
TextureStorage *mTexStorage;
angle::ObserverBinding mTexStorageObserverBinding;
private:
virtual angle::Result initializeStorage(const gl::Context *context, bool renderTarget) = 0;
virtual angle::Result updateStorage(const gl::Context *context) = 0;
bool shouldUseSetData(const ImageD3D *image) const;
angle::Result generateMipmapUsingImages(const gl::Context *context, const GLuint maxLevel);
GLuint mBaseLevel;
};
class TextureD3D_2D : public TextureD3D
{
public:
TextureD3D_2D(const gl::TextureState &data, RendererD3D *renderer);
~TextureD3D_2D() override;
void onDestroy(const gl::Context *context) override;
ImageD3D *getImage(int level, int layer) const;
ImageD3D *getImage(const gl::ImageIndex &index) const override;
GLsizei getLayerCount(int level) const override;
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLenum getInternalFormat(GLint level) const;
bool isDepth(GLint level) const;
bool isSRGB(GLint level) const;
angle::Result setImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
angle::Result setSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels) override;
angle::Result setCompressedImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
angle::Result setCompressedSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
angle::Result copyImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
gl::Framebuffer *source) override;
angle::Result copySubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
gl::Framebuffer *source) override;
angle::Result copyTexture(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
GLenum type,
size_t sourceLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source) override;
angle::Result copySubTexture(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
size_t sourceLevel,
const gl::Box &sourceBox,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source) override;
angle::Result copyCompressedTexture(const gl::Context *context,
const gl::Texture *source) override;
angle::Result setStorage(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size) override;
angle::Result bindTexImage(const gl::Context *context, egl::Surface *surface) override;
angle::Result releaseTexImage(const gl::Context *context) override;
angle::Result setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image) override;
angle::Result getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT) override;
gl::ImageIndexIterator imageIterator() const override;
gl::ImageIndex getImageIndex(GLint mip, GLint layer) const override;
bool isValidIndex(const gl::ImageIndex &index) const override;
protected:
void markAllImagesDirty() override;
private:
angle::Result initializeStorage(const gl::Context *context, bool renderTarget) override;
angle::Result createCompleteStorage(bool renderTarget,
TexStoragePointer *outTexStorage) const override;
angle::Result setCompleteTexStorage(const gl::Context *context,
TextureStorage *newCompleteTexStorage) override;
angle::Result updateStorage(const gl::Context *context) override;
angle::Result initMipmapImages(const gl::Context *context) override;
bool isValidLevel(int level) const;
bool isLevelComplete(int level) const;
bool isImageComplete(const gl::ImageIndex &index) const override;
angle::Result updateStorageLevel(const gl::Context *context, int level);
angle::Result redefineImage(const gl::Context *context,
size_t level,
GLenum internalformat,
const gl::Extents &size,
bool forceRelease);
bool mEGLImageTarget;
gl::TexLevelArray<std::unique_ptr<ImageD3D>> mImageArray;
};
class TextureD3D_Cube : public TextureD3D
{
public:
TextureD3D_Cube(const gl::TextureState &data, RendererD3D *renderer);
~TextureD3D_Cube() override;
void onDestroy(const gl::Context *context) override;
ImageD3D *getImage(int level, int layer) const;
ImageD3D *getImage(const gl::ImageIndex &index) const override;
GLsizei getLayerCount(int level) const override;
GLenum getInternalFormat(GLint level, GLint layer) const;
bool isDepth(GLint level, GLint layer) const;
bool isSRGB(GLint level, GLint layer) const;
angle::Result setImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
angle::Result setSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels) override;
angle::Result setCompressedImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
angle::Result setCompressedSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
angle::Result copyImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
gl::Framebuffer *source) override;
angle::Result copySubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
gl::Framebuffer *source) override;
angle::Result copyTexture(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
GLenum type,
size_t sourceLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source) override;
angle::Result copySubTexture(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
size_t sourceLevel,
const gl::Box &sourceBox,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source) override;
angle::Result setStorage(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size) override;
angle::Result bindTexImage(const gl::Context *context, egl::Surface *surface) override;
angle::Result releaseTexImage(const gl::Context *context) override;
angle::Result setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image) override;
angle::Result getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT) override;
gl::ImageIndexIterator imageIterator() const override;
gl::ImageIndex getImageIndex(GLint mip, GLint layer) const override;
bool isValidIndex(const gl::ImageIndex &index) const override;
protected:
void markAllImagesDirty() override;
private:
angle::Result initializeStorage(const gl::Context *context, bool renderTarget) override;
angle::Result createCompleteStorage(bool renderTarget,
TexStoragePointer *outTexStorage) const override;
angle::Result setCompleteTexStorage(const gl::Context *context,
TextureStorage *newCompleteTexStorage) override;
angle::Result updateStorage(const gl::Context *context) override;
angle::Result initMipmapImages(const gl::Context *context) override;
bool isValidFaceLevel(int faceIndex, int level) const;
bool isFaceLevelComplete(int faceIndex, int level) const;
bool isCubeComplete() const;
bool isImageComplete(const gl::ImageIndex &index) const override;
angle::Result updateStorageFaceLevel(const gl::Context *context, int faceIndex, int level);
angle::Result redefineImage(const gl::Context *context,
int faceIndex,
GLint level,
GLenum internalformat,
const gl::Extents &size,
bool forceRelease);
std::array<gl::TexLevelArray<std::unique_ptr<ImageD3D>>, 6> mImageArray;
};
class TextureD3D_3D : public TextureD3D
{
public:
TextureD3D_3D(const gl::TextureState &data, RendererD3D *renderer);
~TextureD3D_3D() override;
void onDestroy(const gl::Context *context) override;
ImageD3D *getImage(int level, int layer) const;
ImageD3D *getImage(const gl::ImageIndex &index) const override;
GLsizei getLayerCount(int level) const override;
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLsizei getDepth(GLint level) const;
GLenum getInternalFormat(GLint level) const;
bool isDepth(GLint level) const;
bool isSRGB(GLint level) const;
angle::Result setImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
angle::Result setSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels) override;
angle::Result setCompressedImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
angle::Result setCompressedSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
angle::Result copyImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
gl::Framebuffer *source) override;
angle::Result copySubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
gl::Framebuffer *source) override;
angle::Result copyTexture(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
GLenum type,
size_t sourceLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source) override;
angle::Result copySubTexture(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
size_t sourceLevel,
const gl::Box &sourceBox,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source) override;
angle::Result setStorage(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size) override;
angle::Result bindTexImage(const gl::Context *context, egl::Surface *surface) override;
angle::Result releaseTexImage(const gl::Context *context) override;
angle::Result setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image) override;
angle::Result getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT) override;
gl::ImageIndexIterator imageIterator() const override;
gl::ImageIndex getImageIndex(GLint mip, GLint layer) const override;
bool isValidIndex(const gl::ImageIndex &index) const override;
protected:
void markAllImagesDirty() override;
GLint getLevelZeroDepth() const override;
private:
angle::Result initializeStorage(const gl::Context *context, bool renderTarget) override;
angle::Result createCompleteStorage(bool renderTarget,
TexStoragePointer *outStorage) const override;
angle::Result setCompleteTexStorage(const gl::Context *context,
TextureStorage *newCompleteTexStorage) override;
angle::Result updateStorage(const gl::Context *context) override;
angle::Result initMipmapImages(const gl::Context *context) override;
bool isValidLevel(int level) const;
bool isLevelComplete(int level) const;
bool isImageComplete(const gl::ImageIndex &index) const override;
angle::Result updateStorageLevel(const gl::Context *context, int level);
angle::Result redefineImage(const gl::Context *context,
GLint level,
GLenum internalformat,
const gl::Extents &size,
bool forceRelease);
gl::TexLevelArray<std::unique_ptr<ImageD3D>> mImageArray;
};
class TextureD3D_2DArray : public TextureD3D
{
public:
TextureD3D_2DArray(const gl::TextureState &data, RendererD3D *renderer);
~TextureD3D_2DArray() override;
void onDestroy(const gl::Context *context) override;
virtual ImageD3D *getImage(int level, int layer) const;
ImageD3D *getImage(const gl::ImageIndex &index) const override;
GLsizei getLayerCount(int level) const override;
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLenum getInternalFormat(GLint level) const;
bool isDepth(GLint level) const;
angle::Result setImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
angle::Result setSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels) override;
angle::Result setCompressedImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
angle::Result setCompressedSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
angle::Result copyImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
gl::Framebuffer *source) override;
angle::Result copySubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
gl::Framebuffer *source) override;
angle::Result copyTexture(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
GLenum type,
size_t sourceLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source) override;
angle::Result copySubTexture(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
size_t sourceLevel,
const gl::Box &sourceBox,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source) override;
angle::Result setStorage(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size) override;
angle::Result bindTexImage(const gl::Context *context, egl::Surface *surface) override;
angle::Result releaseTexImage(const gl::Context *context) override;
angle::Result setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image) override;
angle::Result getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT) override;
gl::ImageIndexIterator imageIterator() const override;
gl::ImageIndex getImageIndex(GLint mip, GLint layer) const override;
bool isValidIndex(const gl::ImageIndex &index) const override;
protected:
void markAllImagesDirty() override;
private:
angle::Result initializeStorage(const gl::Context *context, bool renderTarget) override;
angle::Result createCompleteStorage(bool renderTarget,
TexStoragePointer *outStorage) const override;
angle::Result setCompleteTexStorage(const gl::Context *context,
TextureStorage *newCompleteTexStorage) override;
angle::Result updateStorage(const gl::Context *context) override;
angle::Result initMipmapImages(const gl::Context *context) override;
bool isValidLevel(int level) const;
bool isLevelComplete(int level) const;
bool isImageComplete(const gl::ImageIndex &index) const override;
bool isSRGB(GLint level) const;
angle::Result updateStorageLevel(const gl::Context *context, int level);
void deleteImages();
angle::Result redefineImage(const gl::Context *context,
GLint level,
GLenum internalformat,
const gl::Extents &size,
bool forceRelease);
// 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[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
ImageD3D **mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
};
// Base class for immutable textures. These don't support manipulation of individual texture images.
class TextureD3DImmutableBase : public TextureD3D
{
public:
TextureD3DImmutableBase(const gl::TextureState &data, RendererD3D *renderer);
~TextureD3DImmutableBase() override;
ImageD3D *getImage(const gl::ImageIndex &index) const override;
angle::Result setImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
angle::Result setSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels) override;
angle::Result setCompressedImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
angle::Result setCompressedSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
angle::Result copyImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
gl::Framebuffer *source) override;
angle::Result copySubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
gl::Framebuffer *source) override;
angle::Result bindTexImage(const gl::Context *context, egl::Surface *surface) override;
angle::Result releaseTexImage(const gl::Context *context) override;
};
class TextureD3D_External : public TextureD3DImmutableBase
{
public:
TextureD3D_External(const gl::TextureState &data, RendererD3D *renderer);
~TextureD3D_External() override;
GLsizei getLayerCount(int level) const override;
angle::Result setImageExternal(const gl::Context *context,
gl::TextureType type,
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc) override;
angle::Result setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image) override;
angle::Result getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT) override;
gl::ImageIndexIterator imageIterator() const override;
gl::ImageIndex getImageIndex(GLint mip, GLint layer) const override;
bool isValidIndex(const gl::ImageIndex &index) const override;
protected:
void markAllImagesDirty() override;
private:
angle::Result initializeStorage(const gl::Context *context, bool renderTarget) override;
angle::Result createCompleteStorage(bool renderTarget,
TexStoragePointer *outTexStorage) const override;
angle::Result setCompleteTexStorage(const gl::Context *context,
TextureStorage *newCompleteTexStorage) override;
angle::Result updateStorage(const gl::Context *context) override;
angle::Result initMipmapImages(const gl::Context *context) override;
bool isImageComplete(const gl::ImageIndex &index) const override;
};
class TextureD3D_2DMultisample : public TextureD3DImmutableBase
{
public:
TextureD3D_2DMultisample(const gl::TextureState &data, RendererD3D *renderer);
~TextureD3D_2DMultisample() override;
angle::Result setStorageMultisample(const gl::Context *context,
gl::TextureType type,
GLsizei samples,
GLint internalformat,
const gl::Extents &size,
bool fixedSampleLocations) override;
angle::Result setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image) override;
angle::Result getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT) override;
gl::ImageIndexIterator imageIterator() const override;
gl::ImageIndex getImageIndex(GLint mip, GLint layer) const override;
bool isValidIndex(const gl::ImageIndex &index) const override;
GLsizei getLayerCount(int level) const override;
protected:
void markAllImagesDirty() override;
angle::Result setCompleteTexStorage(const gl::Context *context,
TextureStorage *newCompleteTexStorage) override;
angle::Result updateStorage(const gl::Context *context) override;
private:
angle::Result initializeStorage(const gl::Context *context, bool renderTarget) override;
angle::Result createCompleteStorage(bool renderTarget,
TexStoragePointer *outTexStorage) const override;
angle::Result initMipmapImages(const gl::Context *context) override;
bool isImageComplete(const gl::ImageIndex &index) const override;
};
class TextureD3D_2DMultisampleArray : public TextureD3DImmutableBase
{
public:
TextureD3D_2DMultisampleArray(const gl::TextureState &data, RendererD3D *renderer);
~TextureD3D_2DMultisampleArray() override;
angle::Result setStorageMultisample(const gl::Context *context,
gl::TextureType type,
GLsizei samples,
GLint internalformat,
const gl::Extents &size,
bool fixedSampleLocations) override;
angle::Result setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image) override;
angle::Result getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT) override;
gl::ImageIndexIterator imageIterator() const override;
gl::ImageIndex getImageIndex(GLint mip, GLint layer) const override;
bool isValidIndex(const gl::ImageIndex &index) const override;
GLsizei getLayerCount(int level) const override;
protected:
void markAllImagesDirty() override;
angle::Result setCompleteTexStorage(const gl::Context *context,
TextureStorage *newCompleteTexStorage) override;
angle::Result updateStorage(const gl::Context *context) override;
private:
angle::Result initializeStorage(const gl::Context *context, bool renderTarget) override;
angle::Result createCompleteStorage(bool renderTarget,
TexStoragePointer *outTexStorage) const override;
angle::Result initMipmapImages(const gl::Context *context) override;
bool isImageComplete(const gl::ImageIndex &index) const override;
GLsizei mLayerCount;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_TEXTURED3D_H_