Hash :
99d492c2
Author :
Date :
2018-02-27T15:17:10
Use packed enums for the texture types and targets, part 2 This completes the refactor by using the packed enums in the gl:: layer and in the backends. The packed enum code generation is modified to support explicitly assigning values to the packed enums so that the TextureTarget cube map faces are in the correct order and easy to iterate over. BUG=angleproject:2169 Change-Id: I5903235e684ccf382e92a8a1e10c5c85b4b16a04 Reviewed-on: https://chromium-review.googlesource.com/939994 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 2002-2015 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.
//
// ImageD3D.h: Defines the rx::ImageD3D class, an abstract base class for the
// renderer-specific classes which will define the interface to the underlying
// surfaces or resources.
#ifndef LIBANGLE_RENDERER_D3D_IMAGED3D_H_
#define LIBANGLE_RENDERER_D3D_IMAGED3D_H_
#include "common/debug.h"
#include "libANGLE/Error.h"
#include "libANGLE/PackedGLEnums.h"
namespace gl
{
class Context;
class Framebuffer;
struct ImageIndex;
struct Box;
struct Extents;
struct Offset;
struct Rectangle;
struct PixelUnpackState;
}
namespace rx
{
class TextureStorage;
class RendererD3D;
class RenderTargetD3D;
class ImageD3D : angle::NonCopyable
{
public:
ImageD3D();
virtual ~ImageD3D() {};
GLsizei getWidth() const { return mWidth; }
GLsizei getHeight() const { return mHeight; }
GLsizei getDepth() const { return mDepth; }
GLenum getInternalFormat() const { return mInternalFormat; }
gl::TextureType getType() const { return mType; }
bool isRenderableFormat() const { return mRenderable; }
void markDirty() { mDirty = true; }
void markClean() { mDirty = false; }
virtual bool isDirty() const = 0;
virtual bool redefine(gl::TextureType type,
GLenum internalformat,
const gl::Extents &size,
bool forceRelease) = 0;
virtual gl::Error loadData(const gl::Context *context,
const gl::Box &area,
const gl::PixelUnpackState &unpack,
GLenum type,
const void *input,
bool applySkipImages) = 0;
virtual gl::Error loadCompressedData(const gl::Context *context,
const gl::Box &area,
const void *input) = 0;
virtual gl::Error setManagedSurface2D(const gl::Context *context,
TextureStorage *storage,
int level);
virtual gl::Error setManagedSurfaceCube(const gl::Context *context,
TextureStorage *storage,
int face,
int level);
virtual gl::Error setManagedSurface3D(const gl::Context *context,
TextureStorage *storage,
int level);
virtual gl::Error setManagedSurface2DArray(const gl::Context *context,
TextureStorage *storage,
int layer,
int level);
virtual gl::Error copyToStorage(const gl::Context *context,
TextureStorage *storage,
const gl::ImageIndex &index,
const gl::Box ®ion) = 0;
virtual gl::Error copyFromTexStorage(const gl::Context *context,
const gl::ImageIndex &imageIndex,
TextureStorage *source) = 0;
virtual gl::Error copyFromFramebuffer(const gl::Context *context,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
const gl::Framebuffer *source) = 0;
protected:
GLsizei mWidth;
GLsizei mHeight;
GLsizei mDepth;
GLenum mInternalFormat;
bool mRenderable;
gl::TextureType mType;
bool mDirty;
};
}
#endif // LIBANGLE_RENDERER_D3D_IMAGED3D_H_