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kc3-lang/angle/src/libGLESv2/Texture.h

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  • Author : apatrick@chromium.org
    Date : 2010-11-23 22:05:41
    Hash : 9d1c9b4b
    Message : glGenerateMipmap now does not force textures to become render targets. For textures that are not already render targets, use the CPU to filter them and mark them as dirty. I tested it by modifying the "mip_map_2d" demo to call glGenerateMipmap instead of generating the mipmaps itself. I also used the debugger to force it to take the render target path and verified that it still worked. We've been having problems with the display being reset when video memory pressure is heavy with one of our demos. This patch made a noticable improvement on Vista but I don't think it will necessarily help on XP. Review URL: http://codereview.appspot.com/3262041 git-svn-id: https://angleproject.googlecode.com/svn/trunk@490 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/Texture.h
  • //
    // Copyright (c) 2002-2010 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.
    //
    
    // Texture.h: Defines the abstract gl::Texture class and its concrete derived
    // classes Texture2D and TextureCubeMap. Implements GL texture objects and
    // related functionality. [OpenGL ES 2.0.24] section 3.7 page 63.
    
    #ifndef LIBGLESV2_TEXTURE_H_
    #define LIBGLESV2_TEXTURE_H_
    
    #include <vector>
    
    #define GL_APICALL
    #include <GLES2/gl2.h>
    #include <d3d9.h>
    
    #include "libGLESv2/Renderbuffer.h"
    #include "libGLESv2/RefCountObject.h"
    #include "libGLESv2/utilities.h"
    #include "common/debug.h"
    
    namespace gl
    {
    class Blit;
    
    enum
    {
        // These are the maximums the implementation can support
        // The actual GL caps are limited by the device caps
        // and should be queried from the Context
        IMPLEMENTATION_MAX_TEXTURE_SIZE = 16384,
        IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE = 16384,
    
        IMPLEMENTATION_MAX_TEXTURE_LEVELS = 15   // 1+log2 of MAX_TEXTURE_SIZE
    };
    
    class Texture : public RefCountObject
    {
      public:
        explicit Texture(GLuint id);
    
        virtual ~Texture();
    
        virtual GLenum getTarget() const = 0;
    
        bool setMinFilter(GLenum filter);
        bool setMagFilter(GLenum filter);
        bool setWrapS(GLenum wrap);
        bool setWrapT(GLenum wrap);
    
        GLenum getMinFilter() const;
        GLenum getMagFilter() const;
        GLenum getWrapS() const;
        GLenum getWrapT() const;
    
        GLuint getWidth() const;
        GLuint getHeight() const;
    
        virtual GLenum getFormat() const = 0;
        virtual bool isComplete() const = 0;
        virtual bool isCompressed() const = 0;
        bool isFloatingPoint() const;
        bool isRenderableFormat() const;
    
        D3DFORMAT getD3DFormat() const;
        IDirect3DBaseTexture9 *getTexture();
        virtual Renderbuffer *getColorbuffer(GLenum target) = 0;
    
        virtual void generateMipmaps() = 0;
        virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, RenderbufferStorage *source) = 0;
    
        bool isDirty() const;
    
        static const GLuint INCOMPLETE_TEXTURE_ID = static_cast<GLuint>(-1); // Every texture takes an id at creation time. The value is arbitrary because it is never registered with the resource manager.
    
      protected:
        class TextureColorbufferProxy;
        friend class TextureColorbufferProxy;
        class TextureColorbufferProxy : public Colorbuffer
        {
          public:
            TextureColorbufferProxy(Texture *texture, GLenum target);
                // target is a 2D-like texture target (GL_TEXTURE_2D or one of the cube face targets)
    
            virtual void addRef() const;
            virtual void release() const;
    
            virtual IDirect3DSurface9 *getRenderTarget();
    
            virtual int getWidth() const;
            virtual int getHeight() const;
            virtual GLenum getFormat() const;
            virtual bool isFloatingPoint() const;
    
          private:
            Texture *mTexture;
            GLenum mTarget;
        };
    
        // Helper structure representing a single image layer
        struct Image
        {
            Image();
            ~Image();
    
            GLsizei width;
            GLsizei height;
            GLenum format;
    
            bool dirty;
    
            IDirect3DSurface9 *surface;
        };
    
        static D3DFORMAT selectFormat(GLenum format, GLenum type);
    
        void setImage(GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *img);
        bool subImage(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *img);
        void setCompressedImage(GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels, Image *img);
        bool subImageCompressed(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels, Image *img);
        void copyNonRenderable(Image *image, GLenum internalFormat, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, IDirect3DSurface9 *renderTarget);
    
        void needRenderTarget();
    
        GLint creationLevels(GLsizei width, GLsizei height, GLint maxlevel) const;
        GLint creationLevels(GLsizei size, GLint maxlevel) const;
    
        // The pointer returned is weak and it is assumed the derived class will keep a strong pointer until the next createTexture() call.
        virtual IDirect3DBaseTexture9 *createTexture() = 0;
        virtual void updateTexture() = 0;
        virtual IDirect3DBaseTexture9 *convertToRenderTarget() = 0;
        virtual IDirect3DSurface9 *getRenderTarget(GLenum target) = 0;
    
        virtual bool dirtyImageData() const = 0;
    
        void dropTexture();
        void pushTexture(IDirect3DBaseTexture9 *newTexture, bool renderable);
        void createSurface(GLsizei width, GLsizei height, GLenum format, GLenum type, Image *img);
    
        Blit *getBlitter();
    
        int levelCount() const;
    
        bool isRenderable() const;
    
        unsigned int mWidth;
        unsigned int mHeight;
        GLenum mMinFilter;
        GLenum mMagFilter;
        GLenum mWrapS;
        GLenum mWrapT;
        GLenum mType;
    
        bool mDirtyMetaData;
    
      private:
        DISALLOW_COPY_AND_ASSIGN(Texture);
    
        void loadImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type,
                           GLint unpackAlignment, const void *input, std::size_t outputPitch, void *output, D3DSURFACE_DESC *description) const;
    
        void loadAlphaImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                size_t inputPitch, const void *input, size_t outputPitch, void *output) const;
        void loadAlphaFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                     size_t inputPitch, const void *input, size_t outputPitch, void *output) const;
        void loadAlphaHalfFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                         size_t inputPitch, const void *input, size_t outputPitch, void *output) const;
        void loadLuminanceImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                    size_t inputPitch, const void *input, size_t outputPitch, void *output, bool native) const;
        void loadLuminanceFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                         size_t inputPitch, const void *input, size_t outputPitch, void *output) const;
        void loadLuminanceHalfFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                             size_t inputPitch, const void *input, size_t outputPitch, void *output) const;
        void loadLuminanceAlphaImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                         size_t inputPitch, const void *input, size_t outputPitch, void *output, bool native) const;
        void loadLuminanceAlphaFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                              size_t inputPitch, const void *input, size_t outputPitch, void *output) const;
        void loadLuminanceAlphaHalfFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                                  size_t inputPitch, const void *input, size_t outputPitch, void *output) const;
        void loadRGBUByteImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                   size_t inputPitch, const void *input, size_t outputPitch, void *output) const;
        void loadRGB565ImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                 size_t inputPitch, const void *input, size_t outputPitch, void *output) const;
        void loadRGBFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                   size_t inputPitch, const void *input, size_t outputPitch, void *output) const;
        void loadRGBHalfFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                       size_t inputPitch, const void *input, size_t outputPitch, void *output) const;
        void loadRGBAUByteImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                    size_t inputPitch, const void *input, size_t outputPitch, void *output) const;
        void loadRGBA4444ImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                   size_t inputPitch, const void *input, size_t outputPitch, void *output) const;
        void loadRGBA5551ImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                   size_t inputPitch, const void *input, size_t outputPitch, void *output) const;
        void loadRGBAFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                    size_t inputPitch, const void *input, size_t outputPitch, void *output) const;
        void loadRGBAHalfFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                        size_t inputPitch, const void *input, size_t outputPitch, void *output) const;
        void loadBGRAImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                               size_t inputPitch, const void *input, size_t outputPitch, void *output) const;
    
        IDirect3DBaseTexture9 *mBaseTexture; // This is a weak pointer. The derived class is assumed to own a strong pointer.
    
        bool mDirty;
        bool mIsRenderable;
    };
    
    class Texture2D : public Texture
    {
      public:
        explicit Texture2D(GLuint id);
    
        ~Texture2D();
    
        GLenum getTarget() const;
        GLenum getFormat() const;
    
        void setImage(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
        void setCompressedImage(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels);
        void subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
        void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels);
        void copyImage(GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, RenderbufferStorage *source);
        void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, RenderbufferStorage *source);
    
        bool isComplete() const;
        bool isCompressed() const;
    
        virtual void generateMipmaps();
    
        virtual Renderbuffer *getColorbuffer(GLenum target);
    
      private:
        DISALLOW_COPY_AND_ASSIGN(Texture2D);
    
        virtual IDirect3DBaseTexture9 *createTexture();
        virtual void updateTexture();
        virtual IDirect3DBaseTexture9 *convertToRenderTarget();
        virtual IDirect3DSurface9 *getRenderTarget(GLenum target);
    
        virtual bool dirtyImageData() const;
    
        bool redefineTexture(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum type);
        void commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
    
        Image mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
    
        IDirect3DTexture9 *mTexture;
    
        BindingPointer<Renderbuffer> mColorbufferProxy;
    };
    
    class TextureCubeMap : public Texture
    {
      public:
        explicit TextureCubeMap(GLuint id);
    
        ~TextureCubeMap();
    
        GLenum getTarget() const;
        GLenum getFormat() const;
    
        void setImagePosX(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
        void setImageNegX(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
        void setImagePosY(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
        void setImageNegY(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
        void setImagePosZ(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
        void setImageNegZ(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
    
        void setCompressedImage(GLenum face, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels);
    
        void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
        void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels);
        void copyImage(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, RenderbufferStorage *source);
        void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, RenderbufferStorage *source);
    
        bool isComplete() const;
        bool isCompressed() const;
    
        virtual void generateMipmaps();
    
        virtual Renderbuffer *getColorbuffer(GLenum target);
    
      private:
        DISALLOW_COPY_AND_ASSIGN(TextureCubeMap);
    
        virtual IDirect3DBaseTexture9 *createTexture();
        virtual void updateTexture();
        virtual IDirect3DBaseTexture9 *convertToRenderTarget();
        virtual IDirect3DSurface9 *getRenderTarget(GLenum target);
    
        virtual bool dirtyImageData() const;
    
        // faceIdentifier is 0-5 or one of the GL_TEXTURE_CUBE_MAP_* enumerants.
        // Returns NULL if the call underlying Direct3D call fails.
        IDirect3DSurface9 *getCubeMapSurface(unsigned int faceIdentifier, unsigned int level);
    
        static unsigned int faceIndex(GLenum face);
    
        bool isCubeComplete() const;
    
        void setImage(int face, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
        void commitRect(GLenum faceTarget, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
        bool redefineTexture(GLint level, GLenum internalFormat, GLsizei width);
    
        Image mImageArray[6][IMPLEMENTATION_MAX_TEXTURE_LEVELS];
    
        IDirect3DCubeTexture9 *mTexture;
    
        BindingPointer<Renderbuffer> mFaceProxies[6];
    };
    }
    
    #endif   // LIBGLESV2_TEXTURE_H_