Commit f8bdfebc by Jamie Madill

Revert "Unifying the various texture interfaces where possible"

This reverts commit 8c9038d6. Change-Id: I29c25121870e6f8d12144d235029f46fff90be7c Reviewed-on: https://chromium-review.googlesource.com/210651Tested-by: 's avatarJamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
parent 8c9038d6
......@@ -95,7 +95,7 @@ rx::RenderTarget *Texture2DAttachment::getRenderTarget()
rx::RenderTarget *Texture2DAttachment::getDepthStencil()
{
return mTexture2D->getDepthStencil(mLevel);
return mTexture2D->getDepthSencil(mLevel);
}
rx::TextureStorage *Texture2DAttachment::getTextureStorage()
......
......@@ -44,7 +44,6 @@ GLenum Texture::getTarget() const
void Texture::setUsage(GLenum usage)
{
mUsage = usage;
getImplementation()->setUsage(usage);
}
void Texture::getSamplerStateWithNativeOffset(SamplerState *sampler)
......@@ -100,11 +99,6 @@ rx::TextureStorageInterface *Texture::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)
{
getImplementation()->copySubImage(target, level, xoffset, yoffset, zoffset, x, y, width, height, source);
......@@ -131,11 +125,6 @@ int Texture::mipLevels() const
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)
: Texture(id, GL_TEXTURE_2D),
mTexture(impl)
......@@ -154,10 +143,16 @@ Texture2D::~Texture2D()
}
}
void Texture2D::setUsage(GLenum usage)
{
mUsage = usage;
mTexture->setUsage(usage);
}
GLsizei Texture2D::getWidth(GLint level) const
{
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mTexture->getImage(level, 0)->getWidth();
return mTexture->getImage(level)->getWidth();
else
return 0;
}
......@@ -165,7 +160,7 @@ GLsizei Texture2D::getWidth(GLint level) const
GLsizei Texture2D::getHeight(GLint level) const
{
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mTexture->getImage(level, 0)->getHeight();
return mTexture->getImage(level)->getHeight();
else
return 0;
}
......@@ -173,7 +168,7 @@ GLsizei Texture2D::getHeight(GLint level) const
GLenum Texture2D::getInternalFormat(GLint level) const
{
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mTexture->getImage(level, 0)->getInternalFormat();
return mTexture->getImage(level)->getInternalFormat();
else
return GL_NONE;
}
......@@ -181,16 +176,25 @@ GLenum Texture2D::getInternalFormat(GLint level) const
GLenum Texture2D::getActualFormat(GLint level) const
{
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mTexture->getImage(level, 0)->getActualFormat();
return mTexture->getImage(level)->getActualFormat();
else
return GL_NONE;
}
void Texture2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
void Texture2D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height)
{
releaseTexImage();
mTexture->setImage(GL_TEXTURE_2D, level, width, height, 1, internalFormat, format, type, unpack, pixels);
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)
{
GLenum sizedInternalFormat = IsSizedInternalFormat(internalFormat) ? internalFormat
: GetSizedInternalFormat(format, type);
redefineImage(level, sizedInternalFormat, width, height);
mTexture->setImage(level, width, height, internalFormat, format, type, unpack, pixels);
}
void Texture2D::bindTexImage(egl::Surface *surface)
......@@ -216,33 +220,36 @@ void Texture2D::releaseTexImage()
void Texture2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
{
releaseTexImage();
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
redefineImage(level, format, width, height);
mTexture->setCompressedImage(GL_TEXTURE_2D, level, format, width, height, 1, imageSize, pixels);
mTexture->setCompressedImage(level, format, width, height, 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)
{
mTexture->subImage(GL_TEXTURE_2D, level, xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels);
mTexture->subImage(level, xoffset, yoffset, width, height, format, type, unpack, pixels);
}
void Texture2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
{
mTexture->subImageCompressed(GL_TEXTURE_2D, level, xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels);
mTexture->subImageCompressed(level, xoffset, yoffset, width, height, format, imageSize, pixels);
}
void Texture2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
{
releaseTexImage();
GLenum sizedInternalFormat = IsSizedInternalFormat(format) ? format
: GetSizedInternalFormat(format, GL_UNSIGNED_BYTE);
redefineImage(level, sizedInternalFormat, width, height);
mTexture->copyImage(GL_TEXTURE_2D, level, format, x, y, width, height, source);
mTexture->copyImage(level, format, x, y, width, height, source);
}
void Texture2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
{
mImmutable = true;
mTexture->storage(GL_TEXTURE_2D, levels, internalformat, width, height, 1);
mTexture->storage(levels, internalformat, width, height);
}
bool Texture2D::isCompressed(GLint level) const
......@@ -257,24 +264,36 @@ bool Texture2D::isDepth(GLint level) const
void Texture2D::generateMipmaps()
{
releaseTexImage();
// Purge array levels 1 through q and reset them to represent the generated mipmap levels.
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();
}
const rx::Image *Texture2D::getBaseLevelImage() const
{
return mTexture->getImage(0);
}
unsigned int Texture2D::getRenderTargetSerial(GLint level)
{
return mTexture->getRenderTargetSerial(level, 0);
return mTexture->getRenderTargetSerial(level);
}
rx::RenderTarget *Texture2D::getRenderTarget(GLint level)
{
return mTexture->getRenderTarget(level, 0);
return mTexture->getRenderTarget(level);
}
rx::RenderTarget *Texture2D::getDepthStencil(GLint level)
rx::RenderTarget *Texture2D::getDepthSencil(GLint level)
{
return mTexture->getDepthStencil(level, 0);
return mTexture->getDepthSencil(level);
}
TextureCubeMap::TextureCubeMap(rx::TextureCubeImpl *impl, GLuint id)
......@@ -288,10 +307,16 @@ TextureCubeMap::~TextureCubeMap()
SafeDelete(mTexture);
}
void TextureCubeMap::setUsage(GLenum usage)
{
mUsage = usage;
mTexture->setUsage(usage);
}
GLsizei TextureCubeMap::getWidth(GLenum target, GLint level) const
{
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mTexture->getImage(level, targetToLayerIndex(target))->getWidth();
return mTexture->getImage(target, level)->getWidth();
else
return 0;
}
......@@ -299,7 +324,7 @@ GLsizei TextureCubeMap::getWidth(GLenum target, GLint level) const
GLsizei TextureCubeMap::getHeight(GLenum target, GLint level) const
{
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mTexture->getImage(level, targetToLayerIndex(target))->getHeight();
return mTexture->getImage(target, level)->getHeight();
else
return 0;
}
......@@ -307,7 +332,7 @@ GLsizei TextureCubeMap::getHeight(GLenum target, GLint level) const
GLenum TextureCubeMap::getInternalFormat(GLenum target, GLint level) const
{
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mTexture->getImage(level, targetToLayerIndex(target))->getInternalFormat();
return mTexture->getImage(target, level)->getInternalFormat();
else
return GL_NONE;
}
......@@ -315,54 +340,54 @@ GLenum TextureCubeMap::getInternalFormat(GLenum target, GLint level) const
GLenum TextureCubeMap::getActualFormat(GLenum target, GLint level) const
{
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mTexture->getImage(level, targetToLayerIndex(target))->getActualFormat();
return mTexture->getImage(target, level)->getActualFormat();
else
return GL_NONE;
}
void TextureCubeMap::setImagePosX(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
{
mTexture->setImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X, level, width, height, 1, internalFormat, format, type, unpack, pixels);
mTexture->setImage(0, level, width, height, 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)
{
mTexture->setImage(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, level, width, height, 1, internalFormat, format, type, unpack, pixels);
mTexture->setImage(1, level, width, height, 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)
{
mTexture->setImage(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, level, width, height, 1, internalFormat, format, type, unpack, pixels);
mTexture->setImage(2, level, width, height, 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)
{
mTexture->setImage(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, level, width, height, 1, internalFormat, format, type, unpack, pixels);
mTexture->setImage(3, level, width, height, 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)
{
mTexture->setImage(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, level, width, height, 4, internalFormat, format, type, unpack, pixels);
mTexture->setImage(4, level, width, height, 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)
{
mTexture->setImage(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, level, width, height, 5, internalFormat, format, type, unpack, pixels);
mTexture->setImage(5, level, width, height, internalFormat, format, type, unpack, 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, 1, imageSize, pixels);
mTexture->setCompressedImage(target, level, format, width, height, 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)
{
mTexture->subImage(target, level, xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels);
mTexture->subImage(target, level, xoffset, yoffset, width, height, 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)
{
mTexture->subImageCompressed(target, level, xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels);
mTexture->subImageCompressed(target, level, xoffset, yoffset, width, height, format, imageSize, pixels);
}
// Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
......@@ -390,44 +415,34 @@ void TextureCubeMap::storage(GLsizei levels, GLenum internalformat, GLsizei size
{
mImmutable = true;
mTexture->storage(GL_TEXTURE_CUBE_MAP, levels, internalformat, size, size, 1);
mTexture->storage(levels, internalformat, size);
}
unsigned int TextureCubeMap::getRenderTargetSerial(GLenum target, GLint level)
void TextureCubeMap::generateMipmaps()
{
return mTexture->getRenderTargetSerial(level, targetToLayerIndex(target));
mTexture->generateMipmaps();
}
int TextureCubeMap::targetToLayerIndex(GLenum target)
const rx::Image *TextureCubeMap::getBaseLevelImage() const
{
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;
// Note: if we are not cube-complete, there is no single base level image that can describe all
// cube faces, so this method is only well-defined for a cube-complete base level.
return mTexture->getImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0);
}
GLenum TextureCubeMap::layerIndexToTarget(GLint layer)
unsigned int TextureCubeMap::getRenderTargetSerial(GLenum target, GLint 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;
return mTexture->getRenderTargetSerial(target, level);
}
rx::RenderTarget *TextureCubeMap::getRenderTarget(GLenum target, GLint level)
{
return mTexture->getRenderTarget(level, targetToLayerIndex(target));
return mTexture->getRenderTarget(target, level);
}
rx::RenderTarget *TextureCubeMap::getDepthStencil(GLenum target, GLint level)
{
return mTexture->getDepthStencil(level, targetToLayerIndex(target));
return mTexture->getDepthStencil(target, level);
}
Texture3D::Texture3D(rx::Texture3DImpl *impl, GLuint id)
......@@ -441,29 +456,35 @@ Texture3D::~Texture3D()
SafeDelete(mTexture);
}
void Texture3D::setUsage(GLenum usage)
{
mUsage = usage;
mTexture->setUsage(usage);
}
GLsizei Texture3D::getWidth(GLint level) const
{
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getWidth() : 0;
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getWidth() : 0;
}
GLsizei Texture3D::getHeight(GLint level) const
{
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getHeight() : 0;
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getHeight() : 0;
}
GLsizei Texture3D::getDepth(GLint level) const
{
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getDepth() : 0;
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getDepth() : 0;
}
GLenum Texture3D::getInternalFormat(GLint level) const
{
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getInternalFormat() : GL_NONE;
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getInternalFormat() : GL_NONE;
}
GLenum Texture3D::getActualFormat(GLint level) const
{
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getActualFormat() : GL_NONE;
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getActualFormat() : GL_NONE;
}
bool Texture3D::isCompressed(GLint level) const
......@@ -478,29 +499,39 @@ 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)
{
mTexture->setImage(GL_TEXTURE_3D, level, width, height, depth, internalFormat, format, type, unpack, pixels);
mTexture->setImage(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)
{
mTexture->setCompressedImage(GL_TEXTURE_3D, level, format, width, height, depth, imageSize, pixels);
mTexture->setCompressedImage(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)
{
mTexture->subImage(GL_TEXTURE_3D, level, xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels);
mTexture->subImage(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)
{
mTexture->subImageCompressed(GL_TEXTURE_3D, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels);
mTexture->subImageCompressed(level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels);
}
void Texture3D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
mImmutable = true;
mTexture->storage(GL_TEXTURE_3D, levels, internalformat, width, height, depth);
mTexture->storage(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)
......@@ -530,6 +561,12 @@ Texture2DArray::~Texture2DArray()
SafeDelete(mTexture);
}
void Texture2DArray::setUsage(GLenum usage)
{
mUsage = usage;
mTexture->setUsage(usage);
}
GLsizei Texture2DArray::getWidth(GLint level) const
{
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getLayerCount(level) > 0) ? mTexture->getImage(level, 0)->getWidth() : 0;
......@@ -567,29 +604,39 @@ 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)
{
mTexture->setImage(GL_TEXTURE_2D_ARRAY, level, width, height, depth, internalFormat, format, type, unpack, pixels);
mTexture->setImage(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)
{
mTexture->setCompressedImage(GL_TEXTURE_2D_ARRAY, level, format, width, height, depth, imageSize, pixels);
mTexture->setCompressedImage(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)
{
mTexture->subImage(GL_TEXTURE_2D_ARRAY, level, xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels);
mTexture->subImage(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)
{
mTexture->subImageCompressed(GL_TEXTURE_2D_ARRAY, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels);
mTexture->subImageCompressed(level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels);
}
void Texture2DArray::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
mImmutable = true;
mTexture->storage(GL_TEXTURE_2D_ARRAY, levels, internalformat, width, height, depth);
mTexture->storage(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)
......
......@@ -51,7 +51,7 @@ class Texture : public RefCountObject
SamplerState &getSamplerState() { return mSamplerState; }
void getSamplerStateWithNativeOffset(SamplerState *sampler);
void setUsage(GLenum usage);
virtual void setUsage(GLenum usage);
GLenum getUsage() const;
GLint getBaseLevelWidth() const;
......@@ -63,7 +63,7 @@ class Texture : public RefCountObject
rx::TextureStorageInterface *getNativeTexture();
virtual void generateMipmaps();
virtual void generateMipmaps() = 0;
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();
......@@ -89,7 +89,7 @@ class Texture : public RefCountObject
private:
DISALLOW_COPY_AND_ASSIGN(Texture);
const rx::Image *getBaseLevelImage() const;
virtual const rx::Image *getBaseLevelImage() const = 0;
};
class Texture2D : public Texture
......@@ -99,6 +99,8 @@ class Texture2D : public Texture
~Texture2D();
virtual void setUsage(GLenum usage);
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLenum getInternalFormat(GLint level) const;
......@@ -126,11 +128,15 @@ class Texture2D : public Texture
protected:
friend class Texture2DAttachment;
rx::RenderTarget *getRenderTarget(GLint level);
rx::RenderTarget *getDepthStencil(GLint level);
rx::RenderTarget *getDepthSencil(GLint level);
private:
DISALLOW_COPY_AND_ASSIGN(Texture2D);
virtual const rx::Image *getBaseLevelImage() const;
void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height);
rx::Texture2DImpl *mTexture;
egl::Surface *mSurface;
};
......@@ -142,6 +148,8 @@ class TextureCubeMap : public Texture
~TextureCubeMap();
virtual void setUsage(GLenum usage);
GLsizei getWidth(GLenum target, GLint level) const;
GLsizei getHeight(GLenum target, GLint level) const;
GLenum getInternalFormat(GLenum target, GLint level) const;
......@@ -165,10 +173,9 @@ class TextureCubeMap : public Texture
bool isCubeComplete() const;
unsigned int getRenderTargetSerial(GLenum target, GLint level);
virtual void generateMipmaps();
static int targetToLayerIndex(GLenum target);
static GLenum layerIndexToTarget(GLint layer);
unsigned int getRenderTargetSerial(GLenum target, GLint level);
virtual rx::TextureImpl *getImplementation() { return mTexture; }
virtual const rx::TextureImpl *getImplementation() const { return mTexture; }
......@@ -181,6 +188,8 @@ class TextureCubeMap : public Texture
private:
DISALLOW_COPY_AND_ASSIGN(TextureCubeMap);
virtual const rx::Image *getBaseLevelImage() const;
rx::TextureCubeImpl *mTexture;
};
......@@ -191,6 +200,8 @@ class Texture3D : public Texture
~Texture3D();
virtual void setUsage(GLenum usage);
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLsizei getDepth(GLint level) const;
......@@ -205,6 +216,8 @@ 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 storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual void generateMipmaps();
unsigned int getRenderTargetSerial(GLint level, GLint layer);
virtual rx::TextureImpl *getImplementation() { return mTexture; }
......@@ -218,6 +231,8 @@ class Texture3D : public Texture
private:
DISALLOW_COPY_AND_ASSIGN(Texture3D);
virtual const rx::Image *getBaseLevelImage() const;
rx::Texture3DImpl *mTexture;
};
......@@ -228,6 +243,8 @@ class Texture2DArray : public Texture
~Texture2DArray();
virtual void setUsage(GLenum usage);
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLsizei getLayers(GLint level) const;
......@@ -242,6 +259,8 @@ 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 storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual void generateMipmaps();
unsigned int getRenderTargetSerial(GLint level, GLint layer);
virtual rx::TextureImpl *getImplementation() { return mTexture; }
......@@ -255,6 +274,8 @@ class Texture2DArray : public Texture
private:
DISALLOW_COPY_AND_ASSIGN(Texture2DArray);
virtual const rx::Image *getBaseLevelImage() const;
rx::Texture2DArrayImpl *mTexture;
};
......
......@@ -39,26 +39,13 @@ class TextureImpl
// higher level code should not rely on it.
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 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 storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) = 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
......@@ -66,8 +53,24 @@ class Texture2DImpl : public TextureImpl
public:
virtual ~Texture2DImpl() {}
virtual Image *getImage(int level) const = 0;
virtual void bindTexImage(egl::Surface *surface) = 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
......@@ -75,19 +78,60 @@ class TextureCubeImpl : public TextureImpl
public:
virtual ~TextureCubeImpl() {}
virtual Image *getImage(GLenum target, int level) 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
{
public:
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
{
public:
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;
};
}
......
......@@ -12,7 +12,6 @@
#include "libEGL/Surface.h"
#include "libGLESv2/Buffer.h"
#include "libGLESv2/Framebuffer.h"
#include "libGLESv2/Texture.h"
#include "libGLESv2/main.h"
#include "libGLESv2/formatutils.h"
#include "libGLESv2/renderer/BufferImpl.h"
......@@ -251,19 +250,12 @@ TextureStorageInterface *TextureD3D_2D::getNativeTexture()
return storage;
}
Image *TextureD3D_2D::getImage(int level, int layer) const
Image *TextureD3D_2D::getImage(int level) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(layer == 0);
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)
{
mUsage = usage;
......@@ -306,21 +298,17 @@ bool TextureD3D_2D::isDepth(GLint level) const
return gl::GetDepthBits(getInternalFormat(level)) > 0;
}
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)
void TextureD3D_2D::setImage(GLint level, GLsizei width, GLsizei height, 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
: gl::GetSizedInternalFormat(format, type);
bool fastUnpacked = false;
redefineImage(level, sizedInternalFormat, width, height);
// Attempt a fast gpu copy of the pixel data to the surface
if (isFastUnpackable(unpack, sizedInternalFormat) && isLevelComplete(level))
{
// Will try to create RT storage if it does not exist
RenderTarget *destRenderTarget = getRenderTarget(level, 0);
RenderTarget *destRenderTarget = getRenderTarget(level);
gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1);
if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget))
......@@ -338,25 +326,18 @@ void TextureD3D_2D::setImage(GLenum target, GLint level, GLsizei width, GLsizei
}
}
void TextureD3D_2D::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
void TextureD3D_2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, 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]);
}
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)
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)
{
ASSERT(target == GL_TEXTURE_2D && depth == 1 && zoffset == 0);
bool fastUnpacked = false;
if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level))
{
RenderTarget *renderTarget = getRenderTarget(level, 0);
RenderTarget *renderTarget = getRenderTarget(level);
gl::Box destArea(xoffset, yoffset, 0, width, height, 1);
if (renderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, renderTarget))
......@@ -374,24 +355,16 @@ void TextureD3D_2D::subImage(GLenum target, GLint level, GLint xoffset, GLint yo
}
}
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)
void TextureD3D_2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, 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]))
{
commitRect(level, xoffset, yoffset, width, height);
}
}
void TextureD3D_2D::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
void TextureD3D_2D::copyImage(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())
{
mImageArray[level]->copy(0, 0, 0, x, y, width, height, source);
......@@ -417,8 +390,6 @@ void TextureD3D_2D::copyImage(GLenum target, GLint level, GLenum format, GLint x
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
// the current level we're copying to is defined (with appropriate format, width & height)
bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
......@@ -449,10 +420,8 @@ void TextureD3D_2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLin
}
}
void TextureD3D_2D::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void TextureD3D_2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
{
ASSERT(target == GL_TEXTURE_2D && depth == 1);
for (int level = 0; level < levels; level++)
{
GLsizei levelWidth = std::max(1, width >> level);
......@@ -568,14 +537,7 @@ void TextureD3D_2D::releaseTexImage()
void TextureD3D_2D::generateMipmaps()
{
// Purge array levels 1 through q and reset them to represent the generated mipmap levels.
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())
{
......@@ -595,16 +557,13 @@ void TextureD3D_2D::generateMipmaps()
}
}
unsigned int TextureD3D_2D::getRenderTargetSerial(GLint level, GLint layer)
unsigned int TextureD3D_2D::getRenderTargetSerial(GLint level)
{
ASSERT(layer == 0);
return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level) : 0);
}
RenderTarget *TextureD3D_2D::getRenderTarget(GLint level, GLint layer)
RenderTarget *TextureD3D_2D::getRenderTarget(GLint level)
{
ASSERT(layer == 0);
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
......@@ -622,10 +581,8 @@ RenderTarget *TextureD3D_2D::getRenderTarget(GLint level, GLint layer)
return mTexStorage->getRenderTarget(level);
}
RenderTarget *TextureD3D_2D::getDepthStencil(GLint level, GLint layer)
RenderTarget *TextureD3D_2D::getDepthSencil(GLint level)
{
ASSERT(layer == 0);
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
......@@ -908,17 +865,10 @@ TextureStorageInterface *TextureD3D_Cube::getNativeTexture()
return storage;
}
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
Image *TextureD3D_Cube::getImage(GLenum target, int level) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
return 6;
return mImageArray[targetToIndex(target)][level];
}
void TextureD3D_Cube::setUsage(GLenum usage)
......@@ -926,24 +876,21 @@ void TextureD3D_Cube::setUsage(GLenum usage)
mUsage = usage;
}
GLenum TextureD3D_Cube::getInternalFormat(GLint level, GLint layer) const
GLenum TextureD3D_Cube::getInternalFormat(GLenum target, GLint level) const
{
if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mImageArray[layer][level]->getInternalFormat();
return mImageArray[targetToIndex(target)][level]->getInternalFormat();
else
return GL_NONE;
}
bool TextureD3D_Cube::isDepth(GLint level, GLint layer) const
bool TextureD3D_Cube::isDepth(GLenum target, GLint level) const
{
return gl::GetDepthBits(getInternalFormat(level, layer)) > 0;
return gl::GetDepthBits(getInternalFormat(target, level)) > 0;
}
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)
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)
{
ASSERT(depth == 1);
int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat
: gl::GetSizedInternalFormat(format, type);
......@@ -952,36 +899,27 @@ void TextureD3D_Cube::setImage(GLenum target, GLint level, GLsizei width, GLsize
TextureD3D::setImage(unpack, type, pixels, mImageArray[faceIndex][level]);
}
void TextureD3D_Cube::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
void TextureD3D_Cube::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, 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
int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
int faceIndex = targetToIndex(target);
redefineImage(faceIndex, level, format, width, height);
TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[faceIndex][level]);
}
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)
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)
{
ASSERT(depth == 1 && zoffset == 0);
int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
int faceIndex = targetToIndex(target);
if (TextureD3D::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[faceIndex][level]))
{
commitRect(faceIndex, level, xoffset, yoffset, width, height);
}
}
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)
void TextureD3D_Cube::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
{
ASSERT(depth == 1 && zoffset == 0);
int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
int faceIndex = targetToIndex(target);
if (TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[faceIndex][level]))
{
commitRect(faceIndex, level, xoffset, yoffset, width, height);
......@@ -990,7 +928,7 @@ 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)
{
int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
int faceIndex = targetToIndex(target);
GLenum sizedInternalFormat = gl::IsSizedInternalFormat(format) ? format
: gl::GetSizedInternalFormat(format, GL_UNSIGNED_BYTE);
redefineImage(faceIndex, level, sizedInternalFormat, width, height);
......@@ -1022,7 +960,7 @@ 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)
{
int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
int faceIndex = targetToIndex(target);
// 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
......@@ -1054,14 +992,11 @@ void TextureD3D_Cube::copySubImage(GLenum target, GLint level, GLint xoffset, GL
}
}
void TextureD3D_Cube::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void TextureD3D_Cube::storage(GLsizei levels, GLenum internalformat, GLsizei size)
{
ASSERT(width == height);
ASSERT(depth == 1);
for (int level = 0; level < levels; level++)
{
GLsizei mipSize = std::max(1, width >> level);
GLsizei mipSize = std::max(1, size >> level);
for (int faceIndex = 0; faceIndex < 6; faceIndex++)
{
mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, internalformat, mipSize, mipSize, 1, true);
......@@ -1078,7 +1013,7 @@ void TextureD3D_Cube::storage(GLenum target, GLsizei levels, GLenum internalform
mImmutable = true;
setCompleteTexStorage(new TextureStorageInterfaceCube(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, levels));
setCompleteTexStorage(new TextureStorageInterfaceCube(mRenderer, internalformat, IsRenderTargetUsage(mUsage), size, levels));
}
bool TextureD3D_Cube::isSamplerComplete(const gl::SamplerState &samplerState) const
......@@ -1088,7 +1023,7 @@ bool TextureD3D_Cube::isSamplerComplete(const gl::SamplerState &samplerState) co
bool mipmapping = IsMipmapFiltered(samplerState);
// TODO(geofflang): use context's texture caps
if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(0, 0)).filterable)
if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0)).filterable)
{
if (samplerState.magFilter != GL_NEAREST ||
(samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
......@@ -1188,15 +1123,13 @@ void TextureD3D_Cube::generateMipmaps()
}
}
unsigned int TextureD3D_Cube::getRenderTargetSerial(GLint level, GLint layer)
unsigned int TextureD3D_Cube::getRenderTargetSerial(GLenum target, GLint level)
{
GLenum target = gl::TextureCubeMap::layerIndexToTarget(layer);
return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(target, level) : 0);
}
RenderTarget *TextureD3D_Cube::getRenderTarget(GLint level, GLint layer)
RenderTarget *TextureD3D_Cube::getRenderTarget(GLenum target, GLint level)
{
GLenum target = gl::TextureCubeMap::layerIndexToTarget(layer);
ASSERT(gl::IsCubemapTextureTarget(target));
// ensure the underlying texture is created
......@@ -1205,10 +1138,10 @@ RenderTarget *TextureD3D_Cube::getRenderTarget(GLint level, GLint layer)
return NULL;
}
updateStorageFaceLevel(layer, level);
updateStorageFaceLevel(targetToIndex(target), level);
// ensure this is NOT a depth texture
if (isDepth(level, layer))
if (isDepth(target, level))
{
return NULL;
}
......@@ -1216,9 +1149,8 @@ RenderTarget *TextureD3D_Cube::getRenderTarget(GLint level, GLint layer)
return mTexStorage->getRenderTarget(target, level);
}
RenderTarget *TextureD3D_Cube::getDepthStencil(GLint level, GLint layer)
RenderTarget *TextureD3D_Cube::getDepthStencil(GLenum target, GLint level)
{
GLenum target = gl::TextureCubeMap::layerIndexToTarget(layer);
ASSERT(gl::IsCubemapTextureTarget(target));
// ensure the underlying texture is created
......@@ -1227,10 +1159,10 @@ RenderTarget *TextureD3D_Cube::getDepthStencil(GLint level, GLint layer)
return NULL;
}
updateStorageFaceLevel(layer, level);
updateStorageFaceLevel(targetToIndex(target), level);
// ensure this is a depth texture
if (!isDepth(level, layer))
if (!isDepth(target, level))
{
return NULL;
}
......@@ -1238,6 +1170,17 @@ RenderTarget *TextureD3D_Cube::getDepthStencil(GLint level, GLint layer)
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)
{
// Only initialize the first time this texture is used as a render target or shader resource
......@@ -1514,19 +1457,12 @@ TextureStorageInterface *TextureD3D_3D::getNativeTexture()
return storage;
}
Image *TextureD3D_3D::getImage(int level, int layer) const
Image *TextureD3D_3D::getImage(int level) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(layer == 0);
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)
{
mUsage = usage;
......@@ -1569,10 +1505,8 @@ bool TextureD3D_3D::isDepth(GLint level) const
return gl::GetDepthBits(getInternalFormat(level)) > 0;
}
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)
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)
{
ASSERT(target == GL_TEXTURE_3D);
GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat
: gl::GetSizedInternalFormat(format, type);
redefineImage(level, sizedInternalFormat, width, height, depth);
......@@ -1601,20 +1535,16 @@ void TextureD3D_3D::setImage(GLenum target, GLint level, GLsizei width, GLsizei
}
}
void TextureD3D_3D::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
void TextureD3D_3D::setCompressedImage(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
redefineImage(level, format, width, height, depth);
TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]);
}
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)
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)
{
ASSERT(target == GL_TEXTURE_3D);
bool fastUnpacked = false;
// Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
......@@ -1638,25 +1568,16 @@ void TextureD3D_3D::subImage(GLenum target, GLint level, GLint xoffset, GLint yo
}
}
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)
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)
{
ASSERT(target == GL_TEXTURE_3D);
if (TextureD3D::subImageCompressed(xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels, mImageArray[level]))
{
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)
{
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
// the current level we're copying to is defined (with appropriate format, width & height)
bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
......@@ -1687,10 +1608,8 @@ void TextureD3D_3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLin
}
}
void TextureD3D_3D::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void TextureD3D_3D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
ASSERT(target == GL_TEXTURE_3D);
for (int level = 0; level < levels; level++)
{
GLsizei levelWidth = std::max(1, width >> level);
......@@ -2129,10 +2048,8 @@ bool TextureD3D_2DArray::isDepth(GLint level) const
return gl::GetDepthBits(getInternalFormat(level)) > 0;
}
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)
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)
{
ASSERT(target == GL_TEXTURE_2D_ARRAY);
GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat
: gl::GetSizedInternalFormat(format, type);
redefineImage(level, sizedInternalFormat, width, height, depth);
......@@ -2146,10 +2063,8 @@ void TextureD3D_2DArray::setImage(GLenum target, GLint level, GLsizei width, GLs
}
}
void TextureD3D_2DArray::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
void TextureD3D_2DArray::setCompressedImage(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
redefineImage(level, format, width, height, depth);
......@@ -2162,10 +2077,8 @@ void TextureD3D_2DArray::setCompressedImage(GLenum target, GLint level, GLenum f
}
}
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)
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)
{
ASSERT(target == GL_TEXTURE_2D_ARRAY);
GLenum internalformat = getInternalFormat(level);
GLsizei inputDepthPitch = gl::GetDepthPitch(internalformat, type, width, height, unpack.alignment);
......@@ -2181,10 +2094,8 @@ void TextureD3D_2DArray::subImage(GLenum target, GLint level, GLint xoffset, GLi
}
}
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)
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)
{
ASSERT(target == GL_TEXTURE_2D_ARRAY);
GLsizei inputDepthPitch = gl::GetDepthPitch(format, GL_UNSIGNED_BYTE, width, height, 1);
for (int i = 0; i < depth; i++)
......@@ -2199,15 +2110,8 @@ void TextureD3D_2DArray::subImageCompressed(GLenum target, GLint level, GLint xo
}
}
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)
{
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
// the current level we're copying to is defined (with appropriate format, width & height)
bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
......@@ -2237,10 +2141,8 @@ void TextureD3D_2DArray::copySubImage(GLenum target, GLint level, GLint xoffset,
}
}
void TextureD3D_2DArray::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void TextureD3D_2DArray::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
ASSERT(target == GL_TEXTURE_2D_ARRAY);
deleteImages();
for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
......
......@@ -88,8 +88,7 @@ class TextureD3D_2D : public Texture2DImpl, public TextureD3D
virtual TextureStorageInterface *getNativeTexture();
virtual Image *getImage(int level, int layer) const;
virtual GLsizei getLayerCount(int level) const;
virtual Image *getImage(int level) const;
virtual void setUsage(GLenum usage);
......@@ -99,13 +98,13 @@ class TextureD3D_2D : public Texture2DImpl, public TextureD3D
GLenum getActualFormat(GLint level) const;
bool isDepth(GLint level) const;
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 depth, GLsizei imageSize, 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, 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 setImage(GLint level, GLsizei width, GLsizei height, 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 subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, 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 copyImage(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 storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
virtual void bindTexImage(egl::Surface *surface);
......@@ -113,10 +112,10 @@ class TextureD3D_2D : public Texture2DImpl, public TextureD3D
virtual void generateMipmaps();
virtual unsigned int getRenderTargetSerial(GLint level, GLint layer);
virtual unsigned int getRenderTargetSerial(GLint level);
virtual RenderTarget *getRenderTarget(GLint level, GLint layer);
virtual RenderTarget *getDepthStencil(GLint level, GLint layer);
virtual RenderTarget *getRenderTarget(GLint level);
virtual RenderTarget *getDepthSencil(GLint level);
private:
DISALLOW_COPY_AND_ASSIGN(TextureD3D_2D);
......@@ -136,7 +135,7 @@ class TextureD3D_2D : public Texture2DImpl, public TextureD3D
void updateStorageLevel(int level);
void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height);
virtual void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height);
void commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
TextureStorageInterface2D *mTexStorage;
......@@ -153,31 +152,32 @@ class TextureD3D_Cube : public TextureCubeImpl, public TextureD3D
virtual TextureStorageInterface *getNativeTexture();
virtual Image *getImage(int level, int layer) const;
virtual GLsizei getLayerCount(int level) const;
virtual Image *getImage(GLenum target, int level) const;
virtual void setUsage(GLenum usage);
GLenum getInternalFormat(GLint level, GLint layer) const;
bool isDepth(GLint level, GLint layer) const;
GLenum getInternalFormat(GLenum target, GLint level) const;
bool isDepth(GLenum target, GLint level) const;
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 depth, GLsizei imageSize, 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, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
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 setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, 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 subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, 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 storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual void storage(GLsizei levels, GLenum internalformat, GLsizei size);
virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
virtual bool isCubeComplete() const;
virtual void generateMipmaps();
virtual unsigned int getRenderTargetSerial(GLint level, GLint layer);
virtual unsigned int getRenderTargetSerial(GLenum target, GLint level);
virtual RenderTarget *getRenderTarget(GLint level, GLint layer);
virtual RenderTarget *getDepthStencil(GLint level, GLint layer);
virtual RenderTarget *getRenderTarget(GLenum target, GLint level);
virtual RenderTarget *getDepthStencil(GLenum target, GLint level);
static int targetToIndex(GLenum target);
private:
DISALLOW_COPY_AND_ASSIGN(TextureD3D_Cube);
......@@ -214,8 +214,7 @@ class TextureD3D_3D : public Texture3DImpl, public TextureD3D
virtual TextureStorageInterface *getNativeTexture();
virtual Image *getImage(int level, int layer) const;
virtual GLsizei getLayerCount(int level) const;
virtual Image *getImage(int level) const;
virtual void setUsage(GLenum usage);
......@@ -225,13 +224,12 @@ class TextureD3D_3D : public Texture3DImpl, public TextureD3D
GLenum getInternalFormat(GLint level) const;
bool isDepth(GLint level) const;
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 depth, GLsizei imageSize, 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, 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 setImage(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 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 subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
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(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
......@@ -289,13 +287,12 @@ class TextureD3D_2DArray : public Texture2DArrayImpl, public TextureD3D
GLenum getInternalFormat(GLint level) const;
bool isDepth(GLint level) const;
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 depth, GLsizei imageSize, 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, 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 setImage(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 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 subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
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(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
......
......@@ -117,7 +117,7 @@ void TextureStorageInterfaceCube::generateMipmap(int faceIndex, int level)
unsigned int TextureStorageInterfaceCube::getRenderTargetSerial(GLenum target, GLint level) const
{
return mFirstRenderTargetSerial + (level * 6) + gl::TextureCubeMap::targetToLayerIndex(target);
return mFirstRenderTargetSerial + (level * 6) + TextureD3D_Cube::targetToIndex(target);
}
TextureStorageInterface3D::TextureStorageInterface3D(Renderer *renderer, GLenum internalformat, bool renderTarget,
......
......@@ -771,7 +771,7 @@ RenderTarget *TextureStorage11_Cube::getRenderTargetFace(GLenum faceTarget, int
{
if (level >= 0 && level < getLevelCount())
{
int faceIndex = gl::TextureCubeMap::targetToLayerIndex(faceTarget);
int faceIndex = TextureD3D_Cube::targetToIndex(faceTarget);
if (!mRenderTarget[faceIndex][level])
{
ID3D11Device *device = mRenderer->getDevice();
......
......@@ -265,7 +265,7 @@ IDirect3DSurface9 *TextureStorage9_Cube::getCubeMapSurface(GLenum faceTarget, in
RenderTarget *TextureStorage9_Cube::getRenderTargetFace(GLenum faceTarget, int level)
{
return mRenderTarget[gl::TextureCubeMap::targetToLayerIndex(faceTarget)];
return mRenderTarget[TextureD3D_Cube::targetToIndex(faceTarget)];
}
void TextureStorage9_Cube::generateMipmap(int faceIndex, int level)
......
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