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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 "libANGLE/renderer/TextureImpl.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Stream.h"
namespace gl
{
class Framebuffer;
}
namespace rx
{
class EGLImageD3D;
class ImageD3D;
class RendererD3D;
class RenderTargetD3D;
class TextureStorage;
class TextureD3D : public TextureImpl
{
public:
TextureD3D(const gl::TextureState &data, RendererD3D *renderer);
virtual ~TextureD3D();
gl::Error getNativeTexture(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;
GLint getBaseLevelWidth() const;
GLint getBaseLevelHeight() const;
GLenum getBaseLevelInternalFormat() const;
gl::Error setStorageMultisample(ContextImpl *contextImpl,
GLenum target,
GLsizei samples,
GLint internalFormat,
const gl::Extents &size,
GLboolean fixedSampleLocations) override;
bool isImmutable() const { return mImmutable; }
virtual gl::Error getRenderTarget(const gl::ImageIndex &index, 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;
virtual gl::Error setImageExternal(GLenum target,
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc) override;
gl::Error generateMipmap(ContextImpl *contextImpl) override;
TextureStorage *getStorage();
ImageD3D *getBaseLevelImage() const;
gl::Error getAttachmentRenderTarget(GLenum binding,
const gl::ImageIndex &imageIndex,
FramebufferAttachmentRenderTarget **rtOut) override;
void setBaseLevel(GLuint baseLevel) override;
void syncState(const gl::Texture::DirtyBits &dirtyBits) override;
protected:
gl::Error setImageImpl(const gl::ImageIndex &index,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels,
ptrdiff_t layerOffset);
gl::Error subImage(const gl::ImageIndex &index, const gl::Box &area, GLenum format, GLenum type,
const gl::PixelUnpackState &unpack, const uint8_t *pixels, ptrdiff_t layerOffset);
gl::Error setCompressedImageImpl(const gl::ImageIndex &index,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels,
ptrdiff_t layerOffset);
gl::Error subImageCompressed(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::PixelUnpackState &unpack, GLenum sizedInternalFormat);
gl::Error fastUnpackPixels(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 void initMipmapImages() = 0;
bool isBaseImageZeroSize() const;
virtual bool isImageComplete(const gl::ImageIndex &index) const = 0;
bool canCreateRenderTargetForImage(const gl::ImageIndex &index) const;
virtual gl::Error ensureRenderTarget();
virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const = 0;
virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage) = 0;
gl::Error commitRegion(const gl::ImageIndex &index, const gl::Box &region);
GLuint getBaseLevel() const { return mBaseLevel; };
virtual void markAllImagesDirty() = 0;
GLint getBaseLevelDepth() const;
RendererD3D *mRenderer;
bool mDirtyImages;
bool mImmutable;
TextureStorage *mTexStorage;
private:
virtual gl::Error initializeStorage(bool renderTarget) = 0;
virtual gl::Error updateStorage() = 0;
bool shouldUseSetData(const ImageD3D *image) const;
gl::Error generateMipmapUsingImages(const GLuint maxLevel);
GLuint mBaseLevel;
};
class TextureD3D_2D : public TextureD3D
{
public:
TextureD3D_2D(const gl::TextureState &data, RendererD3D *renderer);
virtual ~TextureD3D_2D();
virtual ImageD3D *getImage(int level, int layer) const;
virtual ImageD3D *getImage(const gl::ImageIndex &index) const;
virtual GLsizei getLayerCount(int level) const;
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLenum getInternalFormat(GLint level) const;
bool isDepth(GLint level) const;
gl::Error setImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
gl::Error setSubImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
gl::Error setCompressedImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
gl::Error setCompressedSubImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
gl::Error copyImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
const gl::Framebuffer *source) override;
gl::Error copySubImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
const gl::Framebuffer *source) override;
gl::Error copyTexture(ContextImpl *contextImpl,
GLenum target,
size_t level,
GLenum internalFormat,
GLenum type,
size_t sourceLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source) override;
gl::Error copySubTexture(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Offset &destOffset,
size_t sourceLevel,
const gl::Rectangle &sourceArea,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source) override;
gl::Error copyCompressedTexture(ContextImpl *contextImpl, const gl::Texture *source) override;
gl::Error setStorage(ContextImpl *contextImpl,
GLenum target,
size_t levels,
GLenum internalFormat,
const gl::Extents &size) override;
virtual void bindTexImage(egl::Surface *surface);
virtual void releaseTexImage();
gl::Error setEGLImageTarget(GLenum target, egl::Image *image) override;
virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
virtual gl::ImageIndexIterator imageIterator() const;
virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const;
virtual bool isValidIndex(const gl::ImageIndex &index) const;
gl::Error setStorageMultisample(ContextImpl *contextImpl,
GLenum target,
GLsizei samples,
GLint internalFormat,
const gl::Extents &size,
GLboolean fixedSampleLocations) override;
protected:
void markAllImagesDirty() override;
private:
virtual gl::Error initializeStorage(bool renderTarget);
virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const;
virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
virtual gl::Error updateStorage();
virtual void initMipmapImages();
bool isValidLevel(int level) const;
bool isLevelComplete(int level) const;
virtual bool isImageComplete(const gl::ImageIndex &index) const;
gl::Error updateStorageLevel(int level);
void redefineImage(size_t level,
GLenum internalformat,
const gl::Extents &size,
bool forceRelease);
bool mEGLImageTarget;
ImageD3D *mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
};
class TextureD3D_Cube : public TextureD3D
{
public:
TextureD3D_Cube(const gl::TextureState &data, RendererD3D *renderer);
virtual ~TextureD3D_Cube();
virtual ImageD3D *getImage(int level, int layer) const;
virtual ImageD3D *getImage(const gl::ImageIndex &index) const;
virtual GLsizei getLayerCount(int level) const;
virtual bool hasDirtyImages() const { return mDirtyImages; }
virtual void resetDirty() { mDirtyImages = false; }
GLenum getInternalFormat(GLint level, GLint layer) const;
bool isDepth(GLint level, GLint layer) const;
gl::Error setImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
gl::Error setSubImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
gl::Error setCompressedImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
gl::Error setCompressedSubImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
gl::Error copyImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
const gl::Framebuffer *source) override;
gl::Error copySubImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
const gl::Framebuffer *source) override;
gl::Error setStorage(ContextImpl *contextImpl,
GLenum target,
size_t levels,
GLenum internalFormat,
const gl::Extents &size) override;
virtual void bindTexImage(egl::Surface *surface);
virtual void releaseTexImage();
gl::Error setEGLImageTarget(GLenum target, egl::Image *image) override;
virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
virtual gl::ImageIndexIterator imageIterator() const;
virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const;
virtual bool isValidIndex(const gl::ImageIndex &index) const;
protected:
void markAllImagesDirty() override;
private:
virtual gl::Error initializeStorage(bool renderTarget);
virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const;
virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
virtual gl::Error updateStorage();
void initMipmapImages() override;
bool isValidFaceLevel(int faceIndex, int level) const;
bool isFaceLevelComplete(int faceIndex, int level) const;
bool isCubeComplete() const;
virtual bool isImageComplete(const gl::ImageIndex &index) const;
gl::Error updateStorageFaceLevel(int faceIndex, int level);
void redefineImage(int faceIndex, GLint level, GLenum internalformat, const gl::Extents &size);
ImageD3D *mImageArray[6][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
};
class TextureD3D_3D : public TextureD3D
{
public:
TextureD3D_3D(const gl::TextureState &data, RendererD3D *renderer);
virtual ~TextureD3D_3D();
virtual ImageD3D *getImage(int level, int layer) const;
virtual ImageD3D *getImage(const gl::ImageIndex &index) const;
virtual GLsizei getLayerCount(int level) const;
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;
gl::Error setImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
gl::Error setSubImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
gl::Error setCompressedImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
gl::Error setCompressedSubImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
gl::Error copyImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
const gl::Framebuffer *source) override;
gl::Error copySubImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
const gl::Framebuffer *source) override;
gl::Error setStorage(ContextImpl *contextImpl,
GLenum target,
size_t levels,
GLenum internalFormat,
const gl::Extents &size) override;
virtual void bindTexImage(egl::Surface *surface);
virtual void releaseTexImage();
gl::Error setEGLImageTarget(GLenum target, egl::Image *image) override;
virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
virtual gl::ImageIndexIterator imageIterator() const;
virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const;
virtual bool isValidIndex(const gl::ImageIndex &index) const;
protected:
void markAllImagesDirty() override;
GLint getLevelZeroDepth() const override;
private:
virtual gl::Error initializeStorage(bool renderTarget);
virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const;
virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
virtual gl::Error updateStorage();
void initMipmapImages() override;
bool isValidLevel(int level) const;
bool isLevelComplete(int level) const;
virtual bool isImageComplete(const gl::ImageIndex &index) const;
gl::Error updateStorageLevel(int level);
void redefineImage(GLint level, GLenum internalformat, const gl::Extents &size);
ImageD3D *mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
};
class TextureD3D_2DArray : public TextureD3D
{
public:
TextureD3D_2DArray(const gl::TextureState &data, RendererD3D *renderer);
virtual ~TextureD3D_2DArray();
virtual ImageD3D *getImage(int level, int layer) const;
virtual ImageD3D *getImage(const gl::ImageIndex &index) const;
virtual GLsizei getLayerCount(int level) const;
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLenum getInternalFormat(GLint level) const;
bool isDepth(GLint level) const;
gl::Error setImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
gl::Error setSubImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
gl::Error setCompressedImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
gl::Error setCompressedSubImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
gl::Error copyImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
const gl::Framebuffer *source) override;
gl::Error copySubImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
const gl::Framebuffer *source) override;
gl::Error setStorage(ContextImpl *contextImpl,
GLenum target,
size_t levels,
GLenum internalFormat,
const gl::Extents &size) override;
virtual void bindTexImage(egl::Surface *surface);
virtual void releaseTexImage();
gl::Error setEGLImageTarget(GLenum target, egl::Image *image) override;
virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
virtual gl::ImageIndexIterator imageIterator() const;
virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const;
virtual bool isValidIndex(const gl::ImageIndex &index) const;
protected:
void markAllImagesDirty() override;
private:
virtual gl::Error initializeStorage(bool renderTarget);
virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const;
virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
virtual gl::Error updateStorage();
void initMipmapImages() override;
bool isValidLevel(int level) const;
bool isLevelComplete(int level) const;
virtual bool isImageComplete(const gl::ImageIndex &index) const;
gl::Error updateStorageLevel(int level);
void deleteImages();
void redefineImage(GLint level, GLenum internalformat, const gl::Extents &size);
// 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];
};
class TextureD3D_External : public TextureD3D
{
public:
TextureD3D_External(const gl::TextureState &data, RendererD3D *renderer);
~TextureD3D_External() override;
ImageD3D *getImage(const gl::ImageIndex &index) const override;
GLsizei getLayerCount(int level) const override;
gl::Error setImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
gl::Error setSubImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
gl::Error setCompressedImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
gl::Error setCompressedSubImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
gl::Error copyImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
const gl::Framebuffer *source) override;
gl::Error copySubImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
const gl::Framebuffer *source) override;
gl::Error setStorage(ContextImpl *contextImpl,
GLenum target,
size_t levels,
GLenum internalFormat,
const gl::Extents &size) override;
gl::Error setImageExternal(GLenum target,
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc) override;
void bindTexImage(egl::Surface *surface) override;
void releaseTexImage() override;
gl::Error setEGLImageTarget(GLenum target, egl::Image *image) override;
gl::Error getRenderTarget(const gl::ImageIndex &index, 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:
gl::Error initializeStorage(bool renderTarget) override;
gl::Error createCompleteStorage(bool renderTarget,
TextureStorage **outTexStorage) const override;
gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage) override;
gl::Error updateStorage() override;
void initMipmapImages() override;
bool isImageComplete(const gl::ImageIndex &index) const override;
};
class TextureD3D_2DMultisample : public TextureD3D
{
public:
TextureD3D_2DMultisample(const gl::TextureState &data, RendererD3D *renderer);
~TextureD3D_2DMultisample() override;
ImageD3D *getImage(const gl::ImageIndex &index) const override;
gl::Error setImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
gl::Error setSubImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
gl::Error setCompressedImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
gl::Error setCompressedSubImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
gl::Error copyImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
const gl::Framebuffer *source) override;
gl::Error copySubImage(ContextImpl *contextImpl,
GLenum target,
size_t level,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
const gl::Framebuffer *source) override;
gl::Error setStorage(ContextImpl *contextImpl,
GLenum target,
size_t levels,
GLenum internalFormat,
const gl::Extents &size) override;
gl::Error setImageExternal(GLenum target,
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc) override;
void bindTexImage(egl::Surface *surface) override;
void releaseTexImage() override;
gl::Error setEGLImageTarget(GLenum target, egl::Image *image) override;
gl::Error getRenderTarget(const gl::ImageIndex &index, 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;
virtual GLsizei getLayerCount(int level) const;
protected:
void markAllImagesDirty() override;
private:
gl::Error initializeStorage(bool renderTarget) override;
gl::Error createCompleteStorage(bool renderTarget,
TextureStorage **outTexStorage) const override;
gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage) override;
gl::Error updateStorage() override;
void initMipmapImages() override;
bool isImageComplete(const gl::ImageIndex &index) const override;
};
}
#endif // LIBANGLE_RENDERER_D3D_TEXTURED3D_H_