Commit 8c9038d6 by Brandon Jones

Unifying the various texture interfaces where possible

BUG=angle:688 Change-Id: I43be738e0a42f7a7e1448e1d9300b30d4bc54125 Reviewed-on: https://chromium-review.googlesource.com/209343Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Tested-by: 's avatarBrandon Jones <bajones@chromium.org>
parent 4fbd36ec
...@@ -95,7 +95,7 @@ rx::RenderTarget *Texture2DAttachment::getRenderTarget() ...@@ -95,7 +95,7 @@ rx::RenderTarget *Texture2DAttachment::getRenderTarget()
rx::RenderTarget *Texture2DAttachment::getDepthStencil() rx::RenderTarget *Texture2DAttachment::getDepthStencil()
{ {
return mTexture2D->getDepthSencil(mLevel); return mTexture2D->getDepthStencil(mLevel);
} }
rx::TextureStorage *Texture2DAttachment::getTextureStorage() rx::TextureStorage *Texture2DAttachment::getTextureStorage()
......
...@@ -44,6 +44,7 @@ GLenum Texture::getTarget() const ...@@ -44,6 +44,7 @@ GLenum Texture::getTarget() const
void Texture::setUsage(GLenum usage) void Texture::setUsage(GLenum usage)
{ {
mUsage = usage; mUsage = usage;
getImplementation()->setUsage(usage);
} }
void Texture::getSamplerStateWithNativeOffset(SamplerState *sampler) void Texture::getSamplerStateWithNativeOffset(SamplerState *sampler)
...@@ -99,6 +100,11 @@ rx::TextureStorageInterface *Texture::getNativeTexture() ...@@ -99,6 +100,11 @@ rx::TextureStorageInterface *Texture::getNativeTexture()
return getImplementation()->getNativeTexture(); return getImplementation()->getNativeTexture();
} }
void Texture::generateMipmaps()
{
getImplementation()->generateMipmaps();
}
void Texture::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) void Texture::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
{ {
getImplementation()->copySubImage(target, level, xoffset, yoffset, zoffset, x, y, width, height, source); getImplementation()->copySubImage(target, level, xoffset, yoffset, zoffset, x, y, width, height, source);
...@@ -125,6 +131,11 @@ int Texture::mipLevels() const ...@@ -125,6 +131,11 @@ int Texture::mipLevels() const
return log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1; return log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1;
} }
const rx::Image *Texture::getBaseLevelImage() const
{
return (getImplementation()->getLayerCount(0) > 0 ? getImplementation()->getImage(0, 0) : NULL);
}
Texture2D::Texture2D(rx::Texture2DImpl *impl, GLuint id) Texture2D::Texture2D(rx::Texture2DImpl *impl, GLuint id)
: Texture(id, GL_TEXTURE_2D), : Texture(id, GL_TEXTURE_2D),
mTexture(impl) mTexture(impl)
...@@ -143,16 +154,10 @@ Texture2D::~Texture2D() ...@@ -143,16 +154,10 @@ Texture2D::~Texture2D()
} }
} }
void Texture2D::setUsage(GLenum usage)
{
mUsage = usage;
mTexture->setUsage(usage);
}
GLsizei Texture2D::getWidth(GLint level) const GLsizei Texture2D::getWidth(GLint level) const
{ {
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mTexture->getImage(level)->getWidth(); return mTexture->getImage(level, 0)->getWidth();
else else
return 0; return 0;
} }
...@@ -160,7 +165,7 @@ GLsizei Texture2D::getWidth(GLint level) const ...@@ -160,7 +165,7 @@ GLsizei Texture2D::getWidth(GLint level) const
GLsizei Texture2D::getHeight(GLint level) const GLsizei Texture2D::getHeight(GLint level) const
{ {
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mTexture->getImage(level)->getHeight(); return mTexture->getImage(level, 0)->getHeight();
else else
return 0; return 0;
} }
...@@ -168,7 +173,7 @@ GLsizei Texture2D::getHeight(GLint level) const ...@@ -168,7 +173,7 @@ GLsizei Texture2D::getHeight(GLint level) const
GLenum Texture2D::getInternalFormat(GLint level) const GLenum Texture2D::getInternalFormat(GLint level) const
{ {
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mTexture->getImage(level)->getInternalFormat(); return mTexture->getImage(level, 0)->getInternalFormat();
else else
return GL_NONE; return GL_NONE;
} }
...@@ -176,25 +181,16 @@ GLenum Texture2D::getInternalFormat(GLint level) const ...@@ -176,25 +181,16 @@ GLenum Texture2D::getInternalFormat(GLint level) const
GLenum Texture2D::getActualFormat(GLint level) const GLenum Texture2D::getActualFormat(GLint level) const
{ {
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mTexture->getImage(level)->getActualFormat(); return mTexture->getImage(level, 0)->getActualFormat();
else else
return GL_NONE; return GL_NONE;
} }
void Texture2D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height)
{
releaseTexImage();
mTexture->redefineImage(level, internalformat, width, height);
}
void Texture2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) void Texture2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
{ {
GLenum sizedInternalFormat = IsSizedInternalFormat(internalFormat) ? internalFormat releaseTexImage();
: GetSizedInternalFormat(format, type);
redefineImage(level, sizedInternalFormat, width, height);
mTexture->setImage(level, width, height, internalFormat, format, type, unpack, pixels); mTexture->setImage(GL_TEXTURE_2D, level, width, height, 1, internalFormat, format, type, unpack, pixels);
} }
void Texture2D::bindTexImage(egl::Surface *surface) void Texture2D::bindTexImage(egl::Surface *surface)
...@@ -220,36 +216,33 @@ void Texture2D::releaseTexImage() ...@@ -220,36 +216,33 @@ void Texture2D::releaseTexImage()
void Texture2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels) void Texture2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
{ {
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly releaseTexImage();
redefineImage(level, format, width, height);
mTexture->setCompressedImage(level, format, width, height, imageSize, pixels); mTexture->setCompressedImage(GL_TEXTURE_2D, level, format, width, height, 1, imageSize, pixels);
} }
void Texture2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) void Texture2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
{ {
mTexture->subImage(level, xoffset, yoffset, width, height, format, type, unpack, pixels); mTexture->subImage(GL_TEXTURE_2D, level, xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels);
} }
void Texture2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels) void Texture2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
{ {
mTexture->subImageCompressed(level, xoffset, yoffset, width, height, format, imageSize, pixels); mTexture->subImageCompressed(GL_TEXTURE_2D, level, xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels);
} }
void Texture2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) void Texture2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
{ {
GLenum sizedInternalFormat = IsSizedInternalFormat(format) ? format releaseTexImage();
: GetSizedInternalFormat(format, GL_UNSIGNED_BYTE);
redefineImage(level, sizedInternalFormat, width, height);
mTexture->copyImage(level, format, x, y, width, height, source); mTexture->copyImage(GL_TEXTURE_2D, level, format, x, y, width, height, source);
} }
void Texture2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) void Texture2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
{ {
mImmutable = true; mImmutable = true;
mTexture->storage(levels, internalformat, width, height); mTexture->storage(GL_TEXTURE_2D, levels, internalformat, width, height, 1);
} }
bool Texture2D::isCompressed(GLint level) const bool Texture2D::isCompressed(GLint level) const
...@@ -264,36 +257,24 @@ bool Texture2D::isDepth(GLint level) const ...@@ -264,36 +257,24 @@ bool Texture2D::isDepth(GLint level) const
void Texture2D::generateMipmaps() void Texture2D::generateMipmaps()
{ {
// Purge array levels 1 through q and reset them to represent the generated mipmap levels. releaseTexImage();
int levelCount = mipLevels();
for (int level = 1; level < levelCount; level++)
{
redefineImage(level, getBaseLevelInternalFormat(),
std::max(getBaseLevelWidth() >> level, 1),
std::max(getBaseLevelHeight() >> level, 1));
}
mTexture->generateMipmaps(); mTexture->generateMipmaps();
} }
const rx::Image *Texture2D::getBaseLevelImage() const
{
return mTexture->getImage(0);
}
unsigned int Texture2D::getRenderTargetSerial(GLint level) unsigned int Texture2D::getRenderTargetSerial(GLint level)
{ {
return mTexture->getRenderTargetSerial(level); return mTexture->getRenderTargetSerial(level, 0);
} }
rx::RenderTarget *Texture2D::getRenderTarget(GLint level) rx::RenderTarget *Texture2D::getRenderTarget(GLint level)
{ {
return mTexture->getRenderTarget(level); return mTexture->getRenderTarget(level, 0);
} }
rx::RenderTarget *Texture2D::getDepthSencil(GLint level) rx::RenderTarget *Texture2D::getDepthStencil(GLint level)
{ {
return mTexture->getDepthSencil(level); return mTexture->getDepthStencil(level, 0);
} }
TextureCubeMap::TextureCubeMap(rx::TextureCubeImpl *impl, GLuint id) TextureCubeMap::TextureCubeMap(rx::TextureCubeImpl *impl, GLuint id)
...@@ -307,16 +288,10 @@ TextureCubeMap::~TextureCubeMap() ...@@ -307,16 +288,10 @@ TextureCubeMap::~TextureCubeMap()
SafeDelete(mTexture); SafeDelete(mTexture);
} }
void TextureCubeMap::setUsage(GLenum usage)
{
mUsage = usage;
mTexture->setUsage(usage);
}
GLsizei TextureCubeMap::getWidth(GLenum target, GLint level) const GLsizei TextureCubeMap::getWidth(GLenum target, GLint level) const
{ {
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mTexture->getImage(target, level)->getWidth(); return mTexture->getImage(level, targetToLayerIndex(target))->getWidth();
else else
return 0; return 0;
} }
...@@ -324,7 +299,7 @@ GLsizei TextureCubeMap::getWidth(GLenum target, GLint level) const ...@@ -324,7 +299,7 @@ GLsizei TextureCubeMap::getWidth(GLenum target, GLint level) const
GLsizei TextureCubeMap::getHeight(GLenum target, GLint level) const GLsizei TextureCubeMap::getHeight(GLenum target, GLint level) const
{ {
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mTexture->getImage(target, level)->getHeight(); return mTexture->getImage(level, targetToLayerIndex(target))->getHeight();
else else
return 0; return 0;
} }
...@@ -332,7 +307,7 @@ GLsizei TextureCubeMap::getHeight(GLenum target, GLint level) const ...@@ -332,7 +307,7 @@ GLsizei TextureCubeMap::getHeight(GLenum target, GLint level) const
GLenum TextureCubeMap::getInternalFormat(GLenum target, GLint level) const GLenum TextureCubeMap::getInternalFormat(GLenum target, GLint level) const
{ {
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mTexture->getImage(target, level)->getInternalFormat(); return mTexture->getImage(level, targetToLayerIndex(target))->getInternalFormat();
else else
return GL_NONE; return GL_NONE;
} }
...@@ -340,54 +315,54 @@ GLenum TextureCubeMap::getInternalFormat(GLenum target, GLint level) const ...@@ -340,54 +315,54 @@ GLenum TextureCubeMap::getInternalFormat(GLenum target, GLint level) const
GLenum TextureCubeMap::getActualFormat(GLenum target, GLint level) const GLenum TextureCubeMap::getActualFormat(GLenum target, GLint level) const
{ {
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mTexture->getImage(target, level)->getActualFormat(); return mTexture->getImage(level, targetToLayerIndex(target))->getActualFormat();
else else
return GL_NONE; return GL_NONE;
} }
void TextureCubeMap::setImagePosX(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) void TextureCubeMap::setImagePosX(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
{ {
mTexture->setImage(0, level, width, height, internalFormat, format, type, unpack, pixels); mTexture->setImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X, level, width, height, 1, internalFormat, format, type, unpack, pixels);
} }
void TextureCubeMap::setImageNegX(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) void TextureCubeMap::setImageNegX(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
{ {
mTexture->setImage(1, level, width, height, internalFormat, format, type, unpack, pixels); mTexture->setImage(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, level, width, height, 1, internalFormat, format, type, unpack, pixels);
} }
void TextureCubeMap::setImagePosY(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) void TextureCubeMap::setImagePosY(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
{ {
mTexture->setImage(2, level, width, height, internalFormat, format, type, unpack, pixels); mTexture->setImage(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, level, width, height, 1, internalFormat, format, type, unpack, pixels);
} }
void TextureCubeMap::setImageNegY(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) void TextureCubeMap::setImageNegY(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
{ {
mTexture->setImage(3, level, width, height, internalFormat, format, type, unpack, pixels); mTexture->setImage(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, level, width, height, 1, internalFormat, format, type, unpack, pixels);
} }
void TextureCubeMap::setImagePosZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) void TextureCubeMap::setImagePosZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
{ {
mTexture->setImage(4, level, width, height, internalFormat, format, type, unpack, pixels); mTexture->setImage(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, level, width, height, 4, internalFormat, format, type, unpack, pixels);
} }
void TextureCubeMap::setImageNegZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) void TextureCubeMap::setImageNegZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
{ {
mTexture->setImage(5, level, width, height, internalFormat, format, type, unpack, pixels); mTexture->setImage(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, level, width, height, 5, internalFormat, format, type, unpack, pixels);
} }
void TextureCubeMap::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels) void TextureCubeMap::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
{ {
mTexture->setCompressedImage(target, level, format, width, height, imageSize, pixels); mTexture->setCompressedImage(target, level, format, width, height, 1, imageSize, pixels);
} }
void TextureCubeMap::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) void TextureCubeMap::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
{ {
mTexture->subImage(target, level, xoffset, yoffset, width, height, format, type, unpack, pixels); mTexture->subImage(target, level, xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels);
} }
void TextureCubeMap::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels) void TextureCubeMap::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
{ {
mTexture->subImageCompressed(target, level, xoffset, yoffset, width, height, format, imageSize, pixels); mTexture->subImageCompressed(target, level, xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels);
} }
// Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81. // Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
...@@ -415,34 +390,44 @@ void TextureCubeMap::storage(GLsizei levels, GLenum internalformat, GLsizei size ...@@ -415,34 +390,44 @@ void TextureCubeMap::storage(GLsizei levels, GLenum internalformat, GLsizei size
{ {
mImmutable = true; mImmutable = true;
mTexture->storage(levels, internalformat, size); mTexture->storage(GL_TEXTURE_CUBE_MAP, levels, internalformat, size, size, 1);
} }
void TextureCubeMap::generateMipmaps() unsigned int TextureCubeMap::getRenderTargetSerial(GLenum target, GLint level)
{ {
mTexture->generateMipmaps(); return mTexture->getRenderTargetSerial(level, targetToLayerIndex(target));
} }
const rx::Image *TextureCubeMap::getBaseLevelImage() const int TextureCubeMap::targetToLayerIndex(GLenum target)
{ {
// Note: if we are not cube-complete, there is no single base level image that can describe all META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1);
// cube faces, so this method is only well-defined for a cube-complete base level. META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2);
return mTexture->getImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0); META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3);
META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4);
META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5);
return target - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
} }
unsigned int TextureCubeMap::getRenderTargetSerial(GLenum target, GLint level) GLenum TextureCubeMap::layerIndexToTarget(GLint layer)
{ {
return mTexture->getRenderTargetSerial(target, level); META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1);
META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2);
META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3);
META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4);
META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5);
return GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer;
} }
rx::RenderTarget *TextureCubeMap::getRenderTarget(GLenum target, GLint level) rx::RenderTarget *TextureCubeMap::getRenderTarget(GLenum target, GLint level)
{ {
return mTexture->getRenderTarget(target, level); return mTexture->getRenderTarget(level, targetToLayerIndex(target));
} }
rx::RenderTarget *TextureCubeMap::getDepthStencil(GLenum target, GLint level) rx::RenderTarget *TextureCubeMap::getDepthStencil(GLenum target, GLint level)
{ {
return mTexture->getDepthStencil(target, level); return mTexture->getDepthStencil(level, targetToLayerIndex(target));
} }
Texture3D::Texture3D(rx::Texture3DImpl *impl, GLuint id) Texture3D::Texture3D(rx::Texture3DImpl *impl, GLuint id)
...@@ -456,35 +441,29 @@ Texture3D::~Texture3D() ...@@ -456,35 +441,29 @@ Texture3D::~Texture3D()
SafeDelete(mTexture); SafeDelete(mTexture);
} }
void Texture3D::setUsage(GLenum usage)
{
mUsage = usage;
mTexture->setUsage(usage);
}
GLsizei Texture3D::getWidth(GLint level) const GLsizei Texture3D::getWidth(GLint level) const
{ {
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getWidth() : 0; return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getWidth() : 0;
} }
GLsizei Texture3D::getHeight(GLint level) const GLsizei Texture3D::getHeight(GLint level) const
{ {
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getHeight() : 0; return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getHeight() : 0;
} }
GLsizei Texture3D::getDepth(GLint level) const GLsizei Texture3D::getDepth(GLint level) const
{ {
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getDepth() : 0; return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getDepth() : 0;
} }
GLenum Texture3D::getInternalFormat(GLint level) const GLenum Texture3D::getInternalFormat(GLint level) const
{ {
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getInternalFormat() : GL_NONE; return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getInternalFormat() : GL_NONE;
} }
GLenum Texture3D::getActualFormat(GLint level) const GLenum Texture3D::getActualFormat(GLint level) const
{ {
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getActualFormat() : GL_NONE; return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getActualFormat() : GL_NONE;
} }
bool Texture3D::isCompressed(GLint level) const bool Texture3D::isCompressed(GLint level) const
...@@ -499,39 +478,29 @@ bool Texture3D::isDepth(GLint level) const ...@@ -499,39 +478,29 @@ bool Texture3D::isDepth(GLint level) const
void Texture3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) void Texture3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
{ {
mTexture->setImage(level, width, height, depth, internalFormat, format, type, unpack, pixels); mTexture->setImage(GL_TEXTURE_3D, level, width, height, depth, internalFormat, format, type, unpack, pixels);
} }
void Texture3D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels) void Texture3D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
{ {
mTexture->setCompressedImage(level, format, width, height, depth, imageSize, pixels); mTexture->setCompressedImage(GL_TEXTURE_3D, level, format, width, height, depth, imageSize, pixels);
} }
void Texture3D::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 Texture3D::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)
{ {
mTexture->subImage(level, xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels); mTexture->subImage(GL_TEXTURE_3D, level, xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels);
} }
void Texture3D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels) void Texture3D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
{ {
mTexture->subImageCompressed(level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels); mTexture->subImageCompressed(GL_TEXTURE_3D, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels);
} }
void Texture3D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) void Texture3D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{ {
mImmutable = true; mImmutable = true;
mTexture->storage(levels, internalformat, width, height, depth); mTexture->storage(GL_TEXTURE_3D, levels, internalformat, width, height, depth);
}
void Texture3D::generateMipmaps()
{
mTexture->generateMipmaps();
}
const rx::Image *Texture3D::getBaseLevelImage() const
{
return mTexture->getImage(0);
} }
unsigned int Texture3D::getRenderTargetSerial(GLint level, GLint layer) unsigned int Texture3D::getRenderTargetSerial(GLint level, GLint layer)
...@@ -561,12 +530,6 @@ Texture2DArray::~Texture2DArray() ...@@ -561,12 +530,6 @@ Texture2DArray::~Texture2DArray()
SafeDelete(mTexture); SafeDelete(mTexture);
} }
void Texture2DArray::setUsage(GLenum usage)
{
mUsage = usage;
mTexture->setUsage(usage);
}
GLsizei Texture2DArray::getWidth(GLint level) const GLsizei Texture2DArray::getWidth(GLint level) const
{ {
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getLayerCount(level) > 0) ? mTexture->getImage(level, 0)->getWidth() : 0; return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getLayerCount(level) > 0) ? mTexture->getImage(level, 0)->getWidth() : 0;
...@@ -604,39 +567,29 @@ bool Texture2DArray::isDepth(GLint level) const ...@@ -604,39 +567,29 @@ bool Texture2DArray::isDepth(GLint level) const
void Texture2DArray::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) void Texture2DArray::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
{ {
mTexture->setImage(level, width, height, depth, internalFormat, format, type, unpack, pixels); mTexture->setImage(GL_TEXTURE_2D_ARRAY, level, width, height, depth, internalFormat, format, type, unpack, pixels);
} }
void Texture2DArray::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels) void Texture2DArray::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
{ {
mTexture->setCompressedImage(level, format, width, height, depth, imageSize, pixels); mTexture->setCompressedImage(GL_TEXTURE_2D_ARRAY, level, format, width, height, depth, imageSize, pixels);
} }
void Texture2DArray::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 Texture2DArray::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)
{ {
mTexture->subImage(level, xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels); mTexture->subImage(GL_TEXTURE_2D_ARRAY, level, xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels);
} }
void Texture2DArray::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels) void Texture2DArray::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
{ {
mTexture->subImageCompressed(level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels); mTexture->subImageCompressed(GL_TEXTURE_2D_ARRAY, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels);
} }
void Texture2DArray::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) void Texture2DArray::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{ {
mImmutable = true; mImmutable = true;
mTexture->storage(levels, internalformat, width, height, depth); mTexture->storage(GL_TEXTURE_2D_ARRAY, levels, internalformat, width, height, depth);
}
void Texture2DArray::generateMipmaps()
{
mTexture->generateMipmaps();
}
const rx::Image *Texture2DArray::getBaseLevelImage() const
{
return (mTexture->getLayerCount(0) > 0 ? mTexture->getImage(0, 0) : NULL);
} }
unsigned int Texture2DArray::getRenderTargetSerial(GLint level, GLint layer) unsigned int Texture2DArray::getRenderTargetSerial(GLint level, GLint layer)
......
...@@ -51,7 +51,7 @@ class Texture : public RefCountObject ...@@ -51,7 +51,7 @@ class Texture : public RefCountObject
SamplerState &getSamplerState() { return mSamplerState; } SamplerState &getSamplerState() { return mSamplerState; }
void getSamplerStateWithNativeOffset(SamplerState *sampler); void getSamplerStateWithNativeOffset(SamplerState *sampler);
virtual void setUsage(GLenum usage); void setUsage(GLenum usage);
GLenum getUsage() const; GLenum getUsage() const;
GLint getBaseLevelWidth() const; GLint getBaseLevelWidth() const;
...@@ -63,7 +63,7 @@ class Texture : public RefCountObject ...@@ -63,7 +63,7 @@ class Texture : public RefCountObject
rx::TextureStorageInterface *getNativeTexture(); rx::TextureStorageInterface *getNativeTexture();
virtual void generateMipmaps() = 0; 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 void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source);
unsigned int getTextureSerial(); unsigned int getTextureSerial();
...@@ -89,7 +89,7 @@ class Texture : public RefCountObject ...@@ -89,7 +89,7 @@ class Texture : public RefCountObject
private: private:
DISALLOW_COPY_AND_ASSIGN(Texture); DISALLOW_COPY_AND_ASSIGN(Texture);
virtual const rx::Image *getBaseLevelImage() const = 0; const rx::Image *getBaseLevelImage() const;
}; };
class Texture2D : public Texture class Texture2D : public Texture
...@@ -99,8 +99,6 @@ class Texture2D : public Texture ...@@ -99,8 +99,6 @@ class Texture2D : public Texture
~Texture2D(); ~Texture2D();
virtual void setUsage(GLenum usage);
GLsizei getWidth(GLint level) const; GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const; GLsizei getHeight(GLint level) const;
GLenum getInternalFormat(GLint level) const; GLenum getInternalFormat(GLint level) const;
...@@ -128,15 +126,11 @@ class Texture2D : public Texture ...@@ -128,15 +126,11 @@ class Texture2D : public Texture
protected: protected:
friend class Texture2DAttachment; friend class Texture2DAttachment;
rx::RenderTarget *getRenderTarget(GLint level); rx::RenderTarget *getRenderTarget(GLint level);
rx::RenderTarget *getDepthSencil(GLint level); rx::RenderTarget *getDepthStencil(GLint level);
private: private:
DISALLOW_COPY_AND_ASSIGN(Texture2D); DISALLOW_COPY_AND_ASSIGN(Texture2D);
virtual const rx::Image *getBaseLevelImage() const;
void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height);
rx::Texture2DImpl *mTexture; rx::Texture2DImpl *mTexture;
egl::Surface *mSurface; egl::Surface *mSurface;
}; };
...@@ -148,8 +142,6 @@ class TextureCubeMap : public Texture ...@@ -148,8 +142,6 @@ class TextureCubeMap : public Texture
~TextureCubeMap(); ~TextureCubeMap();
virtual void setUsage(GLenum usage);
GLsizei getWidth(GLenum target, GLint level) const; GLsizei getWidth(GLenum target, GLint level) const;
GLsizei getHeight(GLenum target, GLint level) const; GLsizei getHeight(GLenum target, GLint level) const;
GLenum getInternalFormat(GLenum target, GLint level) const; GLenum getInternalFormat(GLenum target, GLint level) const;
...@@ -173,10 +165,11 @@ class TextureCubeMap : public Texture ...@@ -173,10 +165,11 @@ class TextureCubeMap : public Texture
bool isCubeComplete() const; bool isCubeComplete() const;
virtual void generateMipmaps();
unsigned int getRenderTargetSerial(GLenum target, GLint level); unsigned int getRenderTargetSerial(GLenum target, GLint level);
static int targetToLayerIndex(GLenum target);
static GLenum layerIndexToTarget(GLint layer);
virtual rx::TextureImpl *getImplementation() { return mTexture; } virtual rx::TextureImpl *getImplementation() { return mTexture; }
virtual const rx::TextureImpl *getImplementation() const { return mTexture; } virtual const rx::TextureImpl *getImplementation() const { return mTexture; }
...@@ -188,8 +181,6 @@ class TextureCubeMap : public Texture ...@@ -188,8 +181,6 @@ class TextureCubeMap : public Texture
private: private:
DISALLOW_COPY_AND_ASSIGN(TextureCubeMap); DISALLOW_COPY_AND_ASSIGN(TextureCubeMap);
virtual const rx::Image *getBaseLevelImage() const;
rx::TextureCubeImpl *mTexture; rx::TextureCubeImpl *mTexture;
}; };
...@@ -200,8 +191,6 @@ class Texture3D : public Texture ...@@ -200,8 +191,6 @@ class Texture3D : public Texture
~Texture3D(); ~Texture3D();
virtual void setUsage(GLenum usage);
GLsizei getWidth(GLint level) const; GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const; GLsizei getHeight(GLint level) const;
GLsizei getDepth(GLint level) const; GLsizei getDepth(GLint level) const;
...@@ -216,8 +205,6 @@ class Texture3D : public Texture ...@@ -216,8 +205,6 @@ class Texture3D : public Texture
void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, 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); void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual void generateMipmaps();
unsigned int getRenderTargetSerial(GLint level, GLint layer); unsigned int getRenderTargetSerial(GLint level, GLint layer);
virtual rx::TextureImpl *getImplementation() { return mTexture; } virtual rx::TextureImpl *getImplementation() { return mTexture; }
...@@ -231,8 +218,6 @@ class Texture3D : public Texture ...@@ -231,8 +218,6 @@ class Texture3D : public Texture
private: private:
DISALLOW_COPY_AND_ASSIGN(Texture3D); DISALLOW_COPY_AND_ASSIGN(Texture3D);
virtual const rx::Image *getBaseLevelImage() const;
rx::Texture3DImpl *mTexture; rx::Texture3DImpl *mTexture;
}; };
...@@ -243,8 +228,6 @@ class Texture2DArray : public Texture ...@@ -243,8 +228,6 @@ class Texture2DArray : public Texture
~Texture2DArray(); ~Texture2DArray();
virtual void setUsage(GLenum usage);
GLsizei getWidth(GLint level) const; GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const; GLsizei getHeight(GLint level) const;
GLsizei getLayers(GLint level) const; GLsizei getLayers(GLint level) const;
...@@ -259,8 +242,6 @@ class Texture2DArray : public Texture ...@@ -259,8 +242,6 @@ class Texture2DArray : public Texture
void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, 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); void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual void generateMipmaps();
unsigned int getRenderTargetSerial(GLint level, GLint layer); unsigned int getRenderTargetSerial(GLint level, GLint layer);
virtual rx::TextureImpl *getImplementation() { return mTexture; } virtual rx::TextureImpl *getImplementation() { return mTexture; }
...@@ -274,8 +255,6 @@ class Texture2DArray : public Texture ...@@ -274,8 +255,6 @@ class Texture2DArray : public Texture
private: private:
DISALLOW_COPY_AND_ASSIGN(Texture2DArray); DISALLOW_COPY_AND_ASSIGN(Texture2DArray);
virtual const rx::Image *getBaseLevelImage() const;
rx::Texture2DArrayImpl *mTexture; rx::Texture2DArrayImpl *mTexture;
}; };
......
...@@ -39,13 +39,26 @@ class TextureImpl ...@@ -39,13 +39,26 @@ class TextureImpl
// higher level code should not rely on it. // higher level code should not rely on it.
virtual TextureStorageInterface *getNativeTexture() = 0; virtual TextureStorageInterface *getNativeTexture() = 0;
virtual Image *getImage(int level, int layer) const = 0;
virtual GLsizei getLayerCount(int level) const = 0;
virtual void setUsage(GLenum usage) = 0; virtual void setUsage(GLenum usage) = 0;
virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const = 0; virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const = 0;
virtual void setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0;
virtual void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels) = 0;
virtual void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0;
virtual void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels) = 0;
virtual void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) = 0;
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) = 0; virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) = 0;
virtual void storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) = 0;
virtual void generateMipmaps() = 0; virtual void generateMipmaps() = 0;
virtual unsigned int getRenderTargetSerial(GLint level, GLint layer) = 0;
virtual RenderTarget *getRenderTarget(GLint level, GLint layer) = 0;
virtual RenderTarget *getDepthStencil(GLint level, GLint layer) = 0;
}; };
class Texture2DImpl : public TextureImpl class Texture2DImpl : public TextureImpl
...@@ -53,24 +66,8 @@ class Texture2DImpl : public TextureImpl ...@@ -53,24 +66,8 @@ class Texture2DImpl : public TextureImpl
public: public:
virtual ~Texture2DImpl() {} virtual ~Texture2DImpl() {}
virtual Image *getImage(int level) const = 0;
virtual void bindTexImage(egl::Surface *surface) = 0; virtual void bindTexImage(egl::Surface *surface) = 0;
virtual void releaseTexImage() = 0; virtual void releaseTexImage() = 0;
virtual void setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0;
virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels) = 0;
virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0;
virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels) = 0;
virtual void copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) = 0;
virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) = 0;
virtual unsigned int getRenderTargetSerial(GLint level) = 0;
virtual RenderTarget *getRenderTarget(GLint level) = 0;
virtual RenderTarget *getDepthSencil(GLint level) = 0;
virtual void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height) = 0;
}; };
class TextureCubeImpl : public TextureImpl class TextureCubeImpl : public TextureImpl
...@@ -78,60 +75,19 @@ class TextureCubeImpl : public TextureImpl ...@@ -78,60 +75,19 @@ class TextureCubeImpl : public TextureImpl
public: public:
virtual ~TextureCubeImpl() {} virtual ~TextureCubeImpl() {}
virtual Image *getImage(GLenum target, int level) const = 0;
virtual bool isCubeComplete() const = 0; virtual bool isCubeComplete() const = 0;
virtual void setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0;
virtual void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels) = 0;
virtual void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0;
virtual void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels) = 0;
virtual void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) = 0;
virtual void storage(GLsizei levels, GLenum internalformat, GLsizei size) = 0;
virtual unsigned int getRenderTargetSerial(GLenum target, GLint level) = 0;
virtual RenderTarget *getRenderTarget(GLenum target, GLint level) = 0;
virtual RenderTarget *getDepthStencil(GLenum target, GLint level) = 0;
}; };
class Texture3DImpl : public TextureImpl class Texture3DImpl : public TextureImpl
{ {
public: public:
virtual ~Texture3DImpl() {} virtual ~Texture3DImpl() {}
virtual Image *getImage(int level) const = 0;
virtual void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0;
virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels) = 0;
virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0;
virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels) = 0;
virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) = 0;
virtual unsigned int getRenderTargetSerial(GLint level, GLint layer) = 0;
virtual RenderTarget *getRenderTarget(GLint level, GLint layer) = 0;
virtual RenderTarget *getDepthStencil(GLint level, GLint layer) = 0;
}; };
class Texture2DArrayImpl : public TextureImpl class Texture2DArrayImpl : public TextureImpl
{ {
public: public:
virtual ~Texture2DArrayImpl() {} virtual ~Texture2DArrayImpl() {}
virtual Image *getImage(int level, int layer) const = 0;
virtual GLsizei getLayerCount(int level) const = 0;
virtual void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0;
virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels) = 0;
virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0;
virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels) = 0;
virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) = 0;
virtual unsigned int getRenderTargetSerial(GLint level, GLint layer) = 0;
virtual RenderTarget *getRenderTarget(GLint level, GLint layer) = 0;
virtual RenderTarget *getDepthStencil(GLint level, GLint layer) = 0;
}; };
} }
......
...@@ -12,6 +12,7 @@ ...@@ -12,6 +12,7 @@
#include "libEGL/Surface.h" #include "libEGL/Surface.h"
#include "libGLESv2/Buffer.h" #include "libGLESv2/Buffer.h"
#include "libGLESv2/Framebuffer.h" #include "libGLESv2/Framebuffer.h"
#include "libGLESv2/Texture.h"
#include "libGLESv2/main.h" #include "libGLESv2/main.h"
#include "libGLESv2/formatutils.h" #include "libGLESv2/formatutils.h"
#include "libGLESv2/renderer/BufferImpl.h" #include "libGLESv2/renderer/BufferImpl.h"
...@@ -250,12 +251,19 @@ TextureStorageInterface *TextureD3D_2D::getNativeTexture() ...@@ -250,12 +251,19 @@ TextureStorageInterface *TextureD3D_2D::getNativeTexture()
return storage; return storage;
} }
Image *TextureD3D_2D::getImage(int level) const Image *TextureD3D_2D::getImage(int level, int layer) const
{ {
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(layer == 0);
return mImageArray[level]; return mImageArray[level];
} }
GLsizei TextureD3D_2D::getLayerCount(int level) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
return 1;
}
void TextureD3D_2D::setUsage(GLenum usage) void TextureD3D_2D::setUsage(GLenum usage)
{ {
mUsage = usage; mUsage = usage;
...@@ -298,17 +306,21 @@ bool TextureD3D_2D::isDepth(GLint level) const ...@@ -298,17 +306,21 @@ bool TextureD3D_2D::isDepth(GLint level) const
return gl::GetDepthBits(getInternalFormat(level)) > 0; return gl::GetDepthBits(getInternalFormat(level)) > 0;
} }
void TextureD3D_2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) void TextureD3D_2D::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{ {
ASSERT(target == GL_TEXTURE_2D && depth == 1);
GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat
: gl::GetSizedInternalFormat(format, type); : gl::GetSizedInternalFormat(format, type);
bool fastUnpacked = false; bool fastUnpacked = false;
redefineImage(level, sizedInternalFormat, width, height);
// Attempt a fast gpu copy of the pixel data to the surface // Attempt a fast gpu copy of the pixel data to the surface
if (isFastUnpackable(unpack, sizedInternalFormat) && isLevelComplete(level)) if (isFastUnpackable(unpack, sizedInternalFormat) && isLevelComplete(level))
{ {
// Will try to create RT storage if it does not exist // Will try to create RT storage if it does not exist
RenderTarget *destRenderTarget = getRenderTarget(level); RenderTarget *destRenderTarget = getRenderTarget(level, 0);
gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1); gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1);
if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget)) if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget))
...@@ -326,18 +338,25 @@ void TextureD3D_2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum ...@@ -326,18 +338,25 @@ void TextureD3D_2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum
} }
} }
void TextureD3D_2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels) void TextureD3D_2D::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
{ {
ASSERT(target == GL_TEXTURE_2D && depth == 1);
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
redefineImage(level, format, width, height);
TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]); TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]);
} }
void TextureD3D_2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) void TextureD3D_2D::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{ {
ASSERT(target == GL_TEXTURE_2D && depth == 1 && zoffset == 0);
bool fastUnpacked = false; bool fastUnpacked = false;
if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level)) if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level))
{ {
RenderTarget *renderTarget = getRenderTarget(level); RenderTarget *renderTarget = getRenderTarget(level, 0);
gl::Box destArea(xoffset, yoffset, 0, width, height, 1); gl::Box destArea(xoffset, yoffset, 0, width, height, 1);
if (renderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, renderTarget)) if (renderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, renderTarget))
...@@ -355,16 +374,24 @@ void TextureD3D_2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei ...@@ -355,16 +374,24 @@ void TextureD3D_2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei
} }
} }
void TextureD3D_2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels) void TextureD3D_2D::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
{ {
ASSERT(target == GL_TEXTURE_2D && depth == 1 && zoffset == 0);
if (TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[level])) if (TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[level]))
{ {
commitRect(level, xoffset, yoffset, width, height); commitRect(level, xoffset, yoffset, width, height);
} }
} }
void TextureD3D_2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) void TextureD3D_2D::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{ {
ASSERT(target == GL_TEXTURE_2D);
GLenum sizedInternalFormat = gl::IsSizedInternalFormat(format) ? format
: gl::GetSizedInternalFormat(format, GL_UNSIGNED_BYTE);
redefineImage(level, sizedInternalFormat, width, height);
if (!mImageArray[level]->isRenderableFormat()) if (!mImageArray[level]->isRenderableFormat())
{ {
mImageArray[level]->copy(0, 0, 0, x, y, width, height, source); mImageArray[level]->copy(0, 0, 0, x, y, width, height, source);
...@@ -390,6 +417,8 @@ void TextureD3D_2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsi ...@@ -390,6 +417,8 @@ void TextureD3D_2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsi
void TextureD3D_2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) void TextureD3D_2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{ {
ASSERT(target == GL_TEXTURE_2D && zoffset == 0);
// can only make our texture storage to a render target if level 0 is defined (with a width & height) and // can only make our texture storage to a render target if level 0 is defined (with a width & height) and
// the current level we're copying to is defined (with appropriate format, width & height) // the current level we're copying to is defined (with appropriate format, width & height)
bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0); bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
...@@ -420,8 +449,10 @@ void TextureD3D_2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLin ...@@ -420,8 +449,10 @@ void TextureD3D_2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLin
} }
} }
void TextureD3D_2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) void TextureD3D_2D::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{ {
ASSERT(target == GL_TEXTURE_2D && depth == 1);
for (int level = 0; level < levels; level++) for (int level = 0; level < levels; level++)
{ {
GLsizei levelWidth = std::max(1, width >> level); GLsizei levelWidth = std::max(1, width >> level);
...@@ -537,7 +568,14 @@ void TextureD3D_2D::releaseTexImage() ...@@ -537,7 +568,14 @@ void TextureD3D_2D::releaseTexImage()
void TextureD3D_2D::generateMipmaps() void TextureD3D_2D::generateMipmaps()
{ {
// Purge array levels 1 through q and reset them to represent the generated mipmap levels.
int levelCount = mipLevels(); int levelCount = mipLevels();
for (int level = 1; level < levelCount; level++)
{
redefineImage(level, getBaseLevelInternalFormat(),
std::max(getBaseLevelWidth() >> level, 1),
std::max(getBaseLevelHeight() >> level, 1));
}
if (mTexStorage && mTexStorage->isRenderTarget()) if (mTexStorage && mTexStorage->isRenderTarget())
{ {
...@@ -557,13 +595,16 @@ void TextureD3D_2D::generateMipmaps() ...@@ -557,13 +595,16 @@ void TextureD3D_2D::generateMipmaps()
} }
} }
unsigned int TextureD3D_2D::getRenderTargetSerial(GLint level) unsigned int TextureD3D_2D::getRenderTargetSerial(GLint level, GLint layer)
{ {
ASSERT(layer == 0);
return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level) : 0); return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level) : 0);
} }
RenderTarget *TextureD3D_2D::getRenderTarget(GLint level) RenderTarget *TextureD3D_2D::getRenderTarget(GLint level, GLint layer)
{ {
ASSERT(layer == 0);
// ensure the underlying texture is created // ensure the underlying texture is created
if (!ensureRenderTarget()) if (!ensureRenderTarget())
{ {
...@@ -581,8 +622,10 @@ RenderTarget *TextureD3D_2D::getRenderTarget(GLint level) ...@@ -581,8 +622,10 @@ RenderTarget *TextureD3D_2D::getRenderTarget(GLint level)
return mTexStorage->getRenderTarget(level); return mTexStorage->getRenderTarget(level);
} }
RenderTarget *TextureD3D_2D::getDepthSencil(GLint level) RenderTarget *TextureD3D_2D::getDepthStencil(GLint level, GLint layer)
{ {
ASSERT(layer == 0);
// ensure the underlying texture is created // ensure the underlying texture is created
if (!ensureRenderTarget()) if (!ensureRenderTarget())
{ {
...@@ -865,10 +908,17 @@ TextureStorageInterface *TextureD3D_Cube::getNativeTexture() ...@@ -865,10 +908,17 @@ TextureStorageInterface *TextureD3D_Cube::getNativeTexture()
return storage; return storage;
} }
Image *TextureD3D_Cube::getImage(GLenum target, int level) const Image *TextureD3D_Cube::getImage(int level, int layer) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(layer < 6);
return mImageArray[layer][level];
}
GLsizei TextureD3D_Cube::getLayerCount(int level) const
{ {
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
return mImageArray[targetToIndex(target)][level]; return 6;
} }
void TextureD3D_Cube::setUsage(GLenum usage) void TextureD3D_Cube::setUsage(GLenum usage)
...@@ -876,21 +926,24 @@ void TextureD3D_Cube::setUsage(GLenum usage) ...@@ -876,21 +926,24 @@ void TextureD3D_Cube::setUsage(GLenum usage)
mUsage = usage; mUsage = usage;
} }
GLenum TextureD3D_Cube::getInternalFormat(GLenum target, GLint level) const GLenum TextureD3D_Cube::getInternalFormat(GLint level, GLint layer) const
{ {
if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mImageArray[targetToIndex(target)][level]->getInternalFormat(); return mImageArray[layer][level]->getInternalFormat();
else else
return GL_NONE; return GL_NONE;
} }
bool TextureD3D_Cube::isDepth(GLenum target, GLint level) const bool TextureD3D_Cube::isDepth(GLint level, GLint layer) const
{ {
return gl::GetDepthBits(getInternalFormat(target, level)) > 0; return gl::GetDepthBits(getInternalFormat(level, layer)) > 0;
} }
void TextureD3D_Cube::setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) void TextureD3D_Cube::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{ {
ASSERT(depth == 1);
int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat
: gl::GetSizedInternalFormat(format, type); : gl::GetSizedInternalFormat(format, type);
...@@ -899,27 +952,36 @@ void TextureD3D_Cube::setImage(int faceIndex, GLint level, GLsizei width, GLsize ...@@ -899,27 +952,36 @@ void TextureD3D_Cube::setImage(int faceIndex, GLint level, GLsizei width, GLsize
TextureD3D::setImage(unpack, type, pixels, mImageArray[faceIndex][level]); TextureD3D::setImage(unpack, type, pixels, mImageArray[faceIndex][level]);
} }
void TextureD3D_Cube::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels) void TextureD3D_Cube::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
{ {
ASSERT(depth == 1);
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
int faceIndex = targetToIndex(target); int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
redefineImage(faceIndex, level, format, width, height); redefineImage(faceIndex, level, format, width, height);
TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[faceIndex][level]); TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[faceIndex][level]);
} }
void TextureD3D_Cube::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) void TextureD3D_Cube::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{ {
int faceIndex = targetToIndex(target); ASSERT(depth == 1 && zoffset == 0);
int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
if (TextureD3D::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[faceIndex][level])) if (TextureD3D::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[faceIndex][level]))
{ {
commitRect(faceIndex, level, xoffset, yoffset, width, height); commitRect(faceIndex, level, xoffset, yoffset, width, height);
} }
} }
void TextureD3D_Cube::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels) void TextureD3D_Cube::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
{ {
int faceIndex = targetToIndex(target); ASSERT(depth == 1 && zoffset == 0);
int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
if (TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[faceIndex][level])) if (TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[faceIndex][level]))
{ {
commitRect(faceIndex, level, xoffset, yoffset, width, height); commitRect(faceIndex, level, xoffset, yoffset, width, height);
...@@ -928,7 +990,7 @@ void TextureD3D_Cube::subImageCompressed(GLenum target, GLint level, GLint xoffs ...@@ -928,7 +990,7 @@ void TextureD3D_Cube::subImageCompressed(GLenum target, GLint level, GLint xoffs
void TextureD3D_Cube::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) void TextureD3D_Cube::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{ {
int faceIndex = targetToIndex(target); int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
GLenum sizedInternalFormat = gl::IsSizedInternalFormat(format) ? format GLenum sizedInternalFormat = gl::IsSizedInternalFormat(format) ? format
: gl::GetSizedInternalFormat(format, GL_UNSIGNED_BYTE); : gl::GetSizedInternalFormat(format, GL_UNSIGNED_BYTE);
redefineImage(faceIndex, level, sizedInternalFormat, width, height); redefineImage(faceIndex, level, sizedInternalFormat, width, height);
...@@ -960,7 +1022,7 @@ void TextureD3D_Cube::copyImage(GLenum target, GLint level, GLenum format, GLint ...@@ -960,7 +1022,7 @@ void TextureD3D_Cube::copyImage(GLenum target, GLint level, GLenum format, GLint
void TextureD3D_Cube::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) void TextureD3D_Cube::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{ {
int faceIndex = targetToIndex(target); int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
// We can only make our texture storage to a render target if the level we're copying *to* is complete // We can only make our texture storage to a render target if the level we're copying *to* is complete
// and the base level is cube-complete. The base level must be cube complete (common case) because we cannot // and the base level is cube-complete. The base level must be cube complete (common case) because we cannot
...@@ -992,11 +1054,14 @@ void TextureD3D_Cube::copySubImage(GLenum target, GLint level, GLint xoffset, GL ...@@ -992,11 +1054,14 @@ void TextureD3D_Cube::copySubImage(GLenum target, GLint level, GLint xoffset, GL
} }
} }
void TextureD3D_Cube::storage(GLsizei levels, GLenum internalformat, GLsizei size) void TextureD3D_Cube::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{ {
ASSERT(width == height);
ASSERT(depth == 1);
for (int level = 0; level < levels; level++) for (int level = 0; level < levels; level++)
{ {
GLsizei mipSize = std::max(1, size >> level); GLsizei mipSize = std::max(1, width >> level);
for (int faceIndex = 0; faceIndex < 6; faceIndex++) for (int faceIndex = 0; faceIndex < 6; faceIndex++)
{ {
mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, internalformat, mipSize, mipSize, 1, true); mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, internalformat, mipSize, mipSize, 1, true);
...@@ -1013,7 +1078,7 @@ void TextureD3D_Cube::storage(GLsizei levels, GLenum internalformat, GLsizei siz ...@@ -1013,7 +1078,7 @@ void TextureD3D_Cube::storage(GLsizei levels, GLenum internalformat, GLsizei siz
mImmutable = true; mImmutable = true;
setCompleteTexStorage(new TextureStorageInterfaceCube(mRenderer, internalformat, IsRenderTargetUsage(mUsage), size, levels)); setCompleteTexStorage(new TextureStorageInterfaceCube(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, levels));
} }
bool TextureD3D_Cube::isSamplerComplete(const gl::SamplerState &samplerState) const bool TextureD3D_Cube::isSamplerComplete(const gl::SamplerState &samplerState) const
...@@ -1023,7 +1088,7 @@ bool TextureD3D_Cube::isSamplerComplete(const gl::SamplerState &samplerState) co ...@@ -1023,7 +1088,7 @@ bool TextureD3D_Cube::isSamplerComplete(const gl::SamplerState &samplerState) co
bool mipmapping = IsMipmapFiltered(samplerState); bool mipmapping = IsMipmapFiltered(samplerState);
// TODO(geofflang): use context's texture caps // TODO(geofflang): use context's texture caps
if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0)).filterable) if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(0, 0)).filterable)
{ {
if (samplerState.magFilter != GL_NEAREST || if (samplerState.magFilter != GL_NEAREST ||
(samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST)) (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
...@@ -1123,13 +1188,15 @@ void TextureD3D_Cube::generateMipmaps() ...@@ -1123,13 +1188,15 @@ void TextureD3D_Cube::generateMipmaps()
} }
} }
unsigned int TextureD3D_Cube::getRenderTargetSerial(GLenum target, GLint level) unsigned int TextureD3D_Cube::getRenderTargetSerial(GLint level, GLint layer)
{ {
GLenum target = gl::TextureCubeMap::layerIndexToTarget(layer);
return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(target, level) : 0); return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(target, level) : 0);
} }
RenderTarget *TextureD3D_Cube::getRenderTarget(GLenum target, GLint level) RenderTarget *TextureD3D_Cube::getRenderTarget(GLint level, GLint layer)
{ {
GLenum target = gl::TextureCubeMap::layerIndexToTarget(layer);
ASSERT(gl::IsCubemapTextureTarget(target)); ASSERT(gl::IsCubemapTextureTarget(target));
// ensure the underlying texture is created // ensure the underlying texture is created
...@@ -1138,10 +1205,10 @@ RenderTarget *TextureD3D_Cube::getRenderTarget(GLenum target, GLint level) ...@@ -1138,10 +1205,10 @@ RenderTarget *TextureD3D_Cube::getRenderTarget(GLenum target, GLint level)
return NULL; return NULL;
} }
updateStorageFaceLevel(targetToIndex(target), level); updateStorageFaceLevel(layer, level);
// ensure this is NOT a depth texture // ensure this is NOT a depth texture
if (isDepth(target, level)) if (isDepth(level, layer))
{ {
return NULL; return NULL;
} }
...@@ -1149,8 +1216,9 @@ RenderTarget *TextureD3D_Cube::getRenderTarget(GLenum target, GLint level) ...@@ -1149,8 +1216,9 @@ RenderTarget *TextureD3D_Cube::getRenderTarget(GLenum target, GLint level)
return mTexStorage->getRenderTarget(target, level); return mTexStorage->getRenderTarget(target, level);
} }
RenderTarget *TextureD3D_Cube::getDepthStencil(GLenum target, GLint level) RenderTarget *TextureD3D_Cube::getDepthStencil(GLint level, GLint layer)
{ {
GLenum target = gl::TextureCubeMap::layerIndexToTarget(layer);
ASSERT(gl::IsCubemapTextureTarget(target)); ASSERT(gl::IsCubemapTextureTarget(target));
// ensure the underlying texture is created // ensure the underlying texture is created
...@@ -1159,10 +1227,10 @@ RenderTarget *TextureD3D_Cube::getDepthStencil(GLenum target, GLint level) ...@@ -1159,10 +1227,10 @@ RenderTarget *TextureD3D_Cube::getDepthStencil(GLenum target, GLint level)
return NULL; return NULL;
} }
updateStorageFaceLevel(targetToIndex(target), level); updateStorageFaceLevel(layer, level);
// ensure this is a depth texture // ensure this is a depth texture
if (!isDepth(target, level)) if (!isDepth(level, layer))
{ {
return NULL; return NULL;
} }
...@@ -1170,17 +1238,6 @@ RenderTarget *TextureD3D_Cube::getDepthStencil(GLenum target, GLint level) ...@@ -1170,17 +1238,6 @@ RenderTarget *TextureD3D_Cube::getDepthStencil(GLenum target, GLint level)
return mTexStorage->getRenderTarget(target, level); return mTexStorage->getRenderTarget(target, level);
} }
int TextureD3D_Cube::targetToIndex(GLenum target)
{
META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1);
META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2);
META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3);
META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4);
META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5);
return target - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
}
void TextureD3D_Cube::initializeStorage(bool renderTarget) void TextureD3D_Cube::initializeStorage(bool renderTarget)
{ {
// Only initialize the first time this texture is used as a render target or shader resource // Only initialize the first time this texture is used as a render target or shader resource
...@@ -1457,12 +1514,19 @@ TextureStorageInterface *TextureD3D_3D::getNativeTexture() ...@@ -1457,12 +1514,19 @@ TextureStorageInterface *TextureD3D_3D::getNativeTexture()
return storage; return storage;
} }
Image *TextureD3D_3D::getImage(int level) const Image *TextureD3D_3D::getImage(int level, int layer) const
{ {
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(layer == 0);
return mImageArray[level]; return mImageArray[level];
} }
GLsizei TextureD3D_3D::getLayerCount(int level) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
return 1;
}
void TextureD3D_3D::setUsage(GLenum usage) void TextureD3D_3D::setUsage(GLenum usage)
{ {
mUsage = usage; mUsage = usage;
...@@ -1505,8 +1569,10 @@ bool TextureD3D_3D::isDepth(GLint level) const ...@@ -1505,8 +1569,10 @@ bool TextureD3D_3D::isDepth(GLint level) const
return gl::GetDepthBits(getInternalFormat(level)) > 0; return gl::GetDepthBits(getInternalFormat(level)) > 0;
} }
void TextureD3D_3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) void TextureD3D_3D::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{ {
ASSERT(target == GL_TEXTURE_3D);
GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat
: gl::GetSizedInternalFormat(format, type); : gl::GetSizedInternalFormat(format, type);
redefineImage(level, sizedInternalFormat, width, height, depth); redefineImage(level, sizedInternalFormat, width, height, depth);
...@@ -1535,16 +1601,20 @@ void TextureD3D_3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei ...@@ -1535,16 +1601,20 @@ void TextureD3D_3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei
} }
} }
void TextureD3D_3D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels) void TextureD3D_3D::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
{ {
ASSERT(target == GL_TEXTURE_3D);
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
redefineImage(level, format, width, height, depth); redefineImage(level, format, width, height, depth);
TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]); TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]);
} }
void TextureD3D_3D::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) void TextureD3D_3D::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{ {
ASSERT(target == GL_TEXTURE_3D);
bool fastUnpacked = false; bool fastUnpacked = false;
// Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
...@@ -1568,16 +1638,25 @@ void TextureD3D_3D::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zo ...@@ -1568,16 +1638,25 @@ void TextureD3D_3D::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zo
} }
} }
void TextureD3D_3D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels) void TextureD3D_3D::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
{ {
ASSERT(target == GL_TEXTURE_3D);
if (TextureD3D::subImageCompressed(xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels, mImageArray[level])) if (TextureD3D::subImageCompressed(xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels, mImageArray[level]))
{ {
commitRect(level, xoffset, yoffset, zoffset, width, height, depth); commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
} }
} }
void TextureD3D_3D::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{
UNIMPLEMENTED();
}
void TextureD3D_3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) void TextureD3D_3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{ {
ASSERT(target == GL_TEXTURE_3D);
// can only make our texture storage to a render target if level 0 is defined (with a width & height) and // can only make our texture storage to a render target if level 0 is defined (with a width & height) and
// the current level we're copying to is defined (with appropriate format, width & height) // the current level we're copying to is defined (with appropriate format, width & height)
bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0); bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
...@@ -1608,8 +1687,10 @@ void TextureD3D_3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLin ...@@ -1608,8 +1687,10 @@ void TextureD3D_3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLin
} }
} }
void TextureD3D_3D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) void TextureD3D_3D::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{ {
ASSERT(target == GL_TEXTURE_3D);
for (int level = 0; level < levels; level++) for (int level = 0; level < levels; level++)
{ {
GLsizei levelWidth = std::max(1, width >> level); GLsizei levelWidth = std::max(1, width >> level);
...@@ -2048,8 +2129,10 @@ bool TextureD3D_2DArray::isDepth(GLint level) const ...@@ -2048,8 +2129,10 @@ bool TextureD3D_2DArray::isDepth(GLint level) const
return gl::GetDepthBits(getInternalFormat(level)) > 0; return gl::GetDepthBits(getInternalFormat(level)) > 0;
} }
void TextureD3D_2DArray::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) void TextureD3D_2DArray::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{ {
ASSERT(target == GL_TEXTURE_2D_ARRAY);
GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat
: gl::GetSizedInternalFormat(format, type); : gl::GetSizedInternalFormat(format, type);
redefineImage(level, sizedInternalFormat, width, height, depth); redefineImage(level, sizedInternalFormat, width, height, depth);
...@@ -2063,8 +2146,10 @@ void TextureD3D_2DArray::setImage(GLint level, GLsizei width, GLsizei height, GL ...@@ -2063,8 +2146,10 @@ void TextureD3D_2DArray::setImage(GLint level, GLsizei width, GLsizei height, GL
} }
} }
void TextureD3D_2DArray::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels) void TextureD3D_2DArray::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
{ {
ASSERT(target == GL_TEXTURE_2D_ARRAY);
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
redefineImage(level, format, width, height, depth); redefineImage(level, format, width, height, depth);
...@@ -2077,8 +2162,10 @@ void TextureD3D_2DArray::setCompressedImage(GLint level, GLenum format, GLsizei ...@@ -2077,8 +2162,10 @@ void TextureD3D_2DArray::setCompressedImage(GLint level, GLenum format, GLsizei
} }
} }
void TextureD3D_2DArray::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) void TextureD3D_2DArray::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{ {
ASSERT(target == GL_TEXTURE_2D_ARRAY);
GLenum internalformat = getInternalFormat(level); GLenum internalformat = getInternalFormat(level);
GLsizei inputDepthPitch = gl::GetDepthPitch(internalformat, type, width, height, unpack.alignment); GLsizei inputDepthPitch = gl::GetDepthPitch(internalformat, type, width, height, unpack.alignment);
...@@ -2094,8 +2181,10 @@ void TextureD3D_2DArray::subImage(GLint level, GLint xoffset, GLint yoffset, GLi ...@@ -2094,8 +2181,10 @@ void TextureD3D_2DArray::subImage(GLint level, GLint xoffset, GLint yoffset, GLi
} }
} }
void TextureD3D_2DArray::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels) void TextureD3D_2DArray::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
{ {
ASSERT(target == GL_TEXTURE_2D_ARRAY);
GLsizei inputDepthPitch = gl::GetDepthPitch(format, GL_UNSIGNED_BYTE, width, height, 1); GLsizei inputDepthPitch = gl::GetDepthPitch(format, GL_UNSIGNED_BYTE, width, height, 1);
for (int i = 0; i < depth; i++) for (int i = 0; i < depth; i++)
...@@ -2110,8 +2199,15 @@ void TextureD3D_2DArray::subImageCompressed(GLint level, GLint xoffset, GLint yo ...@@ -2110,8 +2199,15 @@ void TextureD3D_2DArray::subImageCompressed(GLint level, GLint xoffset, GLint yo
} }
} }
void TextureD3D_2DArray::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{
UNIMPLEMENTED();
}
void TextureD3D_2DArray::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) void TextureD3D_2DArray::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{ {
ASSERT(target == GL_TEXTURE_2D_ARRAY);
// can only make our texture storage to a render target if level 0 is defined (with a width & height) and // can only make our texture storage to a render target if level 0 is defined (with a width & height) and
// the current level we're copying to is defined (with appropriate format, width & height) // the current level we're copying to is defined (with appropriate format, width & height)
bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0); bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
...@@ -2141,8 +2237,10 @@ void TextureD3D_2DArray::copySubImage(GLenum target, GLint level, GLint xoffset, ...@@ -2141,8 +2237,10 @@ void TextureD3D_2DArray::copySubImage(GLenum target, GLint level, GLint xoffset,
} }
} }
void TextureD3D_2DArray::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) void TextureD3D_2DArray::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{ {
ASSERT(target == GL_TEXTURE_2D_ARRAY);
deleteImages(); deleteImages();
for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
......
...@@ -88,7 +88,8 @@ class TextureD3D_2D : public Texture2DImpl, public TextureD3D ...@@ -88,7 +88,8 @@ class TextureD3D_2D : public Texture2DImpl, public TextureD3D
virtual TextureStorageInterface *getNativeTexture(); virtual TextureStorageInterface *getNativeTexture();
virtual Image *getImage(int level) const; virtual Image *getImage(int level, int layer) const;
virtual GLsizei getLayerCount(int level) const;
virtual void setUsage(GLenum usage); virtual void setUsage(GLenum usage);
...@@ -98,13 +99,13 @@ class TextureD3D_2D : public Texture2DImpl, public TextureD3D ...@@ -98,13 +99,13 @@ class TextureD3D_2D : public Texture2DImpl, public TextureD3D
GLenum getActualFormat(GLint level) const; GLenum getActualFormat(GLint level) const;
bool isDepth(GLint level) const; bool isDepth(GLint level) const;
virtual void setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels); virtual void setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels); virtual void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels); virtual void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels); virtual void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
virtual void copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source); virtual void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source); virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); virtual void storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const; virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
virtual void bindTexImage(egl::Surface *surface); virtual void bindTexImage(egl::Surface *surface);
...@@ -112,10 +113,10 @@ class TextureD3D_2D : public Texture2DImpl, public TextureD3D ...@@ -112,10 +113,10 @@ class TextureD3D_2D : public Texture2DImpl, public TextureD3D
virtual void generateMipmaps(); virtual void generateMipmaps();
virtual unsigned int getRenderTargetSerial(GLint level); virtual unsigned int getRenderTargetSerial(GLint level, GLint layer);
virtual RenderTarget *getRenderTarget(GLint level); virtual RenderTarget *getRenderTarget(GLint level, GLint layer);
virtual RenderTarget *getDepthSencil(GLint level); virtual RenderTarget *getDepthStencil(GLint level, GLint layer);
private: private:
DISALLOW_COPY_AND_ASSIGN(TextureD3D_2D); DISALLOW_COPY_AND_ASSIGN(TextureD3D_2D);
...@@ -135,7 +136,7 @@ class TextureD3D_2D : public Texture2DImpl, public TextureD3D ...@@ -135,7 +136,7 @@ class TextureD3D_2D : public Texture2DImpl, public TextureD3D
void updateStorageLevel(int level); void updateStorageLevel(int level);
virtual void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height); void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height);
void commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height); void commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
TextureStorageInterface2D *mTexStorage; TextureStorageInterface2D *mTexStorage;
...@@ -152,32 +153,31 @@ class TextureD3D_Cube : public TextureCubeImpl, public TextureD3D ...@@ -152,32 +153,31 @@ class TextureD3D_Cube : public TextureCubeImpl, public TextureD3D
virtual TextureStorageInterface *getNativeTexture(); virtual TextureStorageInterface *getNativeTexture();
virtual Image *getImage(GLenum target, int level) const; virtual Image *getImage(int level, int layer) const;
virtual GLsizei getLayerCount(int level) const;
virtual void setUsage(GLenum usage); virtual void setUsage(GLenum usage);
GLenum getInternalFormat(GLenum target, GLint level) const; GLenum getInternalFormat(GLint level, GLint layer) const;
bool isDepth(GLenum target, GLint level) const; bool isDepth(GLint level, GLint layer) const;
virtual void setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels); virtual void setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
virtual void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels); virtual void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
virtual void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels); virtual void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
virtual void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels); virtual void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
virtual void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source); virtual void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source); virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void storage(GLsizei levels, GLenum internalformat, GLsizei size); virtual void storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const; virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
virtual bool isCubeComplete() const; virtual bool isCubeComplete() const;
virtual void generateMipmaps(); virtual void generateMipmaps();
virtual unsigned int getRenderTargetSerial(GLenum target, GLint level); virtual unsigned int getRenderTargetSerial(GLint level, GLint layer);
virtual RenderTarget *getRenderTarget(GLenum target, GLint level);
virtual RenderTarget *getDepthStencil(GLenum target, GLint level);
static int targetToIndex(GLenum target); virtual RenderTarget *getRenderTarget(GLint level, GLint layer);
virtual RenderTarget *getDepthStencil(GLint level, GLint layer);
private: private:
DISALLOW_COPY_AND_ASSIGN(TextureD3D_Cube); DISALLOW_COPY_AND_ASSIGN(TextureD3D_Cube);
...@@ -214,7 +214,8 @@ class TextureD3D_3D : public Texture3DImpl, public TextureD3D ...@@ -214,7 +214,8 @@ class TextureD3D_3D : public Texture3DImpl, public TextureD3D
virtual TextureStorageInterface *getNativeTexture(); virtual TextureStorageInterface *getNativeTexture();
virtual Image *getImage(int level) const; virtual Image *getImage(int level, int layer) const;
virtual GLsizei getLayerCount(int level) const;
virtual void setUsage(GLenum usage); virtual void setUsage(GLenum usage);
...@@ -224,12 +225,13 @@ class TextureD3D_3D : public Texture3DImpl, public TextureD3D ...@@ -224,12 +225,13 @@ class TextureD3D_3D : public Texture3DImpl, public TextureD3D
GLenum getInternalFormat(GLint level) const; GLenum getInternalFormat(GLint level) const;
bool isDepth(GLint level) const; bool isDepth(GLint level) const;
virtual void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels); virtual void setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels); virtual void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels); virtual void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels); virtual void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
virtual void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source); virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); virtual void storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const; virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
...@@ -287,12 +289,13 @@ class TextureD3D_2DArray : public Texture2DArrayImpl, public TextureD3D ...@@ -287,12 +289,13 @@ class TextureD3D_2DArray : public Texture2DArrayImpl, public TextureD3D
GLenum getInternalFormat(GLint level) const; GLenum getInternalFormat(GLint level) const;
bool isDepth(GLint level) const; bool isDepth(GLint level) const;
virtual void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels); virtual void setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels); virtual void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels); virtual void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels); virtual void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
virtual void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source); virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); virtual void storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const; virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
......
...@@ -117,7 +117,7 @@ void TextureStorageInterfaceCube::generateMipmap(int faceIndex, int level) ...@@ -117,7 +117,7 @@ void TextureStorageInterfaceCube::generateMipmap(int faceIndex, int level)
unsigned int TextureStorageInterfaceCube::getRenderTargetSerial(GLenum target, GLint level) const unsigned int TextureStorageInterfaceCube::getRenderTargetSerial(GLenum target, GLint level) const
{ {
return mFirstRenderTargetSerial + (level * 6) + TextureD3D_Cube::targetToIndex(target); return mFirstRenderTargetSerial + (level * 6) + gl::TextureCubeMap::targetToLayerIndex(target);
} }
TextureStorageInterface3D::TextureStorageInterface3D(Renderer *renderer, GLenum internalformat, bool renderTarget, TextureStorageInterface3D::TextureStorageInterface3D(Renderer *renderer, GLenum internalformat, bool renderTarget,
......
...@@ -771,7 +771,7 @@ RenderTarget *TextureStorage11_Cube::getRenderTargetFace(GLenum faceTarget, int ...@@ -771,7 +771,7 @@ RenderTarget *TextureStorage11_Cube::getRenderTargetFace(GLenum faceTarget, int
{ {
if (level >= 0 && level < getLevelCount()) if (level >= 0 && level < getLevelCount())
{ {
int faceIndex = TextureD3D_Cube::targetToIndex(faceTarget); int faceIndex = gl::TextureCubeMap::targetToLayerIndex(faceTarget);
if (!mRenderTarget[faceIndex][level]) if (!mRenderTarget[faceIndex][level])
{ {
ID3D11Device *device = mRenderer->getDevice(); ID3D11Device *device = mRenderer->getDevice();
......
...@@ -265,7 +265,7 @@ IDirect3DSurface9 *TextureStorage9_Cube::getCubeMapSurface(GLenum faceTarget, in ...@@ -265,7 +265,7 @@ IDirect3DSurface9 *TextureStorage9_Cube::getCubeMapSurface(GLenum faceTarget, in
RenderTarget *TextureStorage9_Cube::getRenderTargetFace(GLenum faceTarget, int level) RenderTarget *TextureStorage9_Cube::getRenderTargetFace(GLenum faceTarget, int level)
{ {
return mRenderTarget[TextureD3D_Cube::targetToIndex(faceTarget)]; return mRenderTarget[gl::TextureCubeMap::targetToLayerIndex(faceTarget)];
} }
void TextureStorage9_Cube::generateMipmap(int faceIndex, int level) void TextureStorage9_Cube::generateMipmap(int faceIndex, int level)
......
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