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/*
* Copyright 2015 Google Inc. 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.
*/
#ifndef GLIMP_GLES_TEXTURE_H_
#define GLIMP_GLES_TEXTURE_H_
#include <GLES3/gl3.h>
#include "glimp/egl/surface.h"
#include "glimp/gles/buffer.h"
#include "glimp/gles/pixel_format.h"
#include "glimp/gles/sampler.h"
#include "glimp/gles/texture_impl.h"
#include "nb/ref_counted.h"
#include "nb/scoped_ptr.h"
namespace glimp {
namespace gles {
class Texture : public nb::RefCountedThreadSafe<Texture> {
public:
explicit Texture(nb::scoped_ptr<TextureImpl> impl);
void Initialize(GLint level,
PixelFormat pixel_format,
GLsizei width,
GLsizei height);
// Implements support for glTexSubImage2D().
void UpdateData(GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
int pitch_in_bytes,
const GLvoid* pixels);
// Implementes support for glTexSubImage2D() when data is supplied by a
// GL_PIXEL_UNPACK_BUFFER.
void UpdateDataFromBuffer(
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
int pitch_in_bytes,
const nb::scoped_refptr<Buffer>& pixel_unpack_buffer,
uintptr_t buffer_offset);
// These methods will be called when eglBindTexImage() and
// eglReleaseTexImage() are called.
bool BindToEGLSurface(egl::Surface* surface);
bool ReleaseFromEGLSurface(egl::Surface* surface);
// Write a copy of the texture data into a window within the pointer specified
// by |pixels|.
void ReadPixelsAsRGBA8(GLint x,
GLint y,
GLsizei width,
GLsizei height,
int pitch_in_bytes,
GLvoid* pixels);
// Returns true if this texture can be used as a framebuffer component.
// Essentially, this function is asking whether we can render to the texture
// or not.
bool CanBeAttachedToFramebuffer() const;
TextureImpl* impl() const { return impl_.get(); }
// Returns whether the data has been set yet or not.
bool texture_allocated() const { return texture_allocated_; }
int width() const {
SB_DCHECK(texture_allocated_);
return width_;
}
int height() const {
SB_DCHECK(texture_allocated_);
return height_;
}
PixelFormat pixel_format() const {
SB_DCHECK(texture_allocated_);
return pixel_format_;
}
Sampler* sampler_parameters() { return &sampler_parameters_; }
const Sampler* sampler_parameters() const { return &sampler_parameters_; }
private:
friend class nb::RefCountedThreadSafe<Texture>;
~Texture() {}
nb::scoped_ptr<TextureImpl> impl_;
// True if underlying texture data has been allocated yet or not (e.g.
// will be true after glTexImage2D() is called.)
bool texture_allocated_;
// The width and height of the texture, in pixels.
int width_;
int height_;
// The pixel format of the set data.
PixelFormat pixel_format_;
// Non-null if we are currently bound to an egl::Surface (e.g. from a
// call to eglBindTexImage()).
egl::Surface* bound_to_surface_;
// Sampler parameters that are associated with this texture.
Sampler sampler_parameters_;
};
} // namespace gles
} // namespace glimp
#endif // GLIMP_GLES_TEXTURE_H_