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kc3-lang/angle/src/libGLESv2/renderer/TextureImpl.h

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  • Author : Jamie Madill
    Date : 2014-07-31 18:31:28
    Hash : f8bdfebc
    Message : Revert "Unifying the various texture interfaces where possible" This reverts commit 8c9038d6f57a4b53c97c4fb803259e7a50ab4cea. Change-Id: I29c25121870e6f8d12144d235029f46fff90be7c Reviewed-on: https://chromium-review.googlesource.com/210651 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libGLESv2/renderer/TextureImpl.h
  • //
    // Copyright 2014 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // TextureImpl.h: Defines the abstract rx::TextureImpl classes.
    
    #ifndef LIBGLESV2_RENDERER_TEXTUREIMPL_H_
    #define LIBGLESV2_RENDERER_TEXTUREIMPL_H_
    
    #include "common/angleutils.h"
    
    namespace egl
    {
    class Surface;
    }
    
    namespace gl
    {
    class Framebuffer;
    struct PixelUnpackState;
    struct SamplerState;
    }
    
    namespace rx
    {
    
    class Image;
    class RenderTarget;
    class Renderer;
    class TextureStorageInterface;
    
    class TextureImpl
    {
      public:
        // TODO: If this methods could go away that would be ideal;
        // TextureStorage should only be necessary for the D3D backend, and as such
        // higher level code should not rely on it.
        virtual TextureStorageInterface *getNativeTexture() = 0;
    
        virtual void setUsage(GLenum usage) = 0;
    
        virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const = 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 generateMipmaps() = 0;
    };
    
    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
    {
      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;
    };
    
    }
    
    #endif // LIBGLESV2_RENDERER_TEXTUREIMPL_H_