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kc3-lang/angle/src/libANGLE/renderer/d3d/TextureD3D.h

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  • Author : Geoff Lang
    Date : 2015-05-20 14:06:13
    Hash : 8509d86e
    Message : Pipe the imageSize parameter from the entry point to avoid recomputation. BUG=angleproject:884 Change-Id: Ic4d5bdc5b65ebcb8c57b960e84708e945db0276a Reviewed-on: https://chromium-review.googlesource.com/272422 Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Brandon Jones <bajones@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/renderer/d3d/TextureD3D.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.
    //
    
    // TextureD3D.h: Implementations of the Texture interfaces shared betweeen the D3D backends.
    
    #ifndef LIBANGLE_RENDERER_D3D_TEXTURED3D_H_
    #define LIBANGLE_RENDERER_D3D_TEXTURED3D_H_
    
    #include "libANGLE/renderer/TextureImpl.h"
    #include "libANGLE/angletypes.h"
    #include "libANGLE/Constants.h"
    
    namespace gl
    {
    class Framebuffer;
    }
    
    namespace rx
    {
    
    class ImageD3D;
    class ImageD3D;
    class RendererD3D;
    class RenderTargetD3D;
    class TextureStorage;
    
    class TextureD3D : public TextureImpl
    {
      public:
        TextureD3D(RendererD3D *renderer);
        virtual ~TextureD3D();
    
        gl::Error getNativeTexture(TextureStorage **outStorage);
    
        virtual void setUsage(GLenum usage) { mUsage = usage; }
        bool hasDirtyImages() const { return mDirtyImages; }
        void resetDirty() { mDirtyImages = false; }
    
        virtual ImageD3D *getImage(const gl::ImageIndex &index) const = 0;
        virtual GLsizei getLayerCount(int level) const = 0;
    
        GLint getBaseLevelWidth() const;
        GLint getBaseLevelHeight() const;
        GLint getBaseLevelDepth() const;
        GLenum getBaseLevelInternalFormat() const;
    
        bool isImmutable() const { return mImmutable; }
    
        virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) = 0;
        virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index) = 0;
    
        // Returns an iterator over all "Images" for this particular Texture.
        virtual gl::ImageIndexIterator imageIterator() const = 0;
    
        // Returns an ImageIndex for a particular "Image". 3D Textures do not have images for
        // slices of their depth texures, so 3D textures ignore the layer parameter.
        virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const = 0;
        virtual bool isValidIndex(const gl::ImageIndex &index) const = 0;
    
        virtual gl::Error generateMipmaps(const gl::SamplerState &samplerState);
        TextureStorage *getStorage();
        ImageD3D *getBaseLevelImage() const;
    
        gl::Error getAttachmentRenderTarget(const gl::FramebufferAttachment::Target &target,
                                            FramebufferAttachmentRenderTarget **rtOut) override;
    
      protected:
        gl::Error setImage(const gl::ImageIndex &index, GLenum type,
                           const gl::PixelUnpackState &unpack, const uint8_t *pixels,
                           ptrdiff_t layerOffset);
        gl::Error subImage(const gl::ImageIndex &index, const gl::Box &area, GLenum format, GLenum type,
                           const gl::PixelUnpackState &unpack, const uint8_t *pixels, ptrdiff_t layerOffset);
        gl::Error setCompressedImage(const gl::ImageIndex &index, const gl::PixelUnpackState &unpack,
                                     const uint8_t *pixels, ptrdiff_t layerOffset);
        gl::Error subImageCompressed(const gl::ImageIndex &index, const gl::Box &area, GLenum format,
                                     const gl::PixelUnpackState &unpack, const uint8_t *pixels, ptrdiff_t layerOffset);
        bool isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat);
        gl::Error fastUnpackPixels(const gl::PixelUnpackState &unpack, const uint8_t *pixels, const gl::Box &destArea,
                                   GLenum sizedInternalFormat, GLenum type, RenderTargetD3D *destRenderTarget);
    
        GLint creationLevels(GLsizei width, GLsizei height, GLsizei depth) const;
        int mipLevels() const;
        virtual void initMipmapsImages() = 0;
        bool isBaseImageZeroSize() const;
        virtual bool isImageComplete(const gl::ImageIndex &index) const = 0;
    
        bool canCreateRenderTargetForImage(const gl::ImageIndex &index) const;
        virtual gl::Error ensureRenderTarget();
    
        virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const = 0;
        virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage) = 0;
        gl::Error commitRegion(const gl::ImageIndex &index, const gl::Box &region);
    
        RendererD3D *mRenderer;
    
        GLenum mUsage;
    
        bool mDirtyImages;
    
        bool mImmutable;
        TextureStorage *mTexStorage;
    
      private:
        virtual gl::Error initializeStorage(bool renderTarget) = 0;
    
        virtual gl::Error updateStorage() = 0;
    
        bool shouldUseSetData(const ImageD3D *image) const;
    
        gl::Error generateMipmapsUsingImages();
    };
    
    class TextureD3D_2D : public TextureD3D
    {
      public:
        TextureD3D_2D(RendererD3D *renderer);
        virtual ~TextureD3D_2D();
    
        virtual ImageD3D *getImage(int level, int layer) const;
        virtual ImageD3D *getImage(const gl::ImageIndex &index) const;
        virtual GLsizei getLayerCount(int level) const;
    
        GLsizei getWidth(GLint level) const;
        GLsizei getHeight(GLint level) const;
        GLenum getInternalFormat(GLint level) const;
        bool isDepth(GLint level) const;
    
        gl::Error setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
                           const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
        gl::Error setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
                              const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
    
        gl::Error setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
                                     const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) override;
        gl::Error setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
                                        const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) override;
    
        gl::Error copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
                            const gl::Framebuffer *source) override;
        gl::Error copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
                               const gl::Framebuffer *source) override;
    
        gl::Error setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) override;
    
        virtual void bindTexImage(egl::Surface *surface);
        virtual void releaseTexImage();
    
        virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
        virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index);
    
        virtual gl::ImageIndexIterator imageIterator() const;
        virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const;
        virtual bool isValidIndex(const gl::ImageIndex &index) const;
    
      private:
        virtual gl::Error initializeStorage(bool renderTarget);
        virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const;
        virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
    
        virtual gl::Error updateStorage();
        virtual void initMipmapsImages();
    
        bool isValidLevel(int level) const;
        bool isLevelComplete(int level) const;
        virtual bool isImageComplete(const gl::ImageIndex &index) const;
    
        gl::Error updateStorageLevel(int level);
    
        void redefineImage(GLint level, GLenum internalformat, const gl::Extents &size);
    
        ImageD3D *mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
    };
    
    class TextureD3D_Cube : public TextureD3D
    {
      public:
        TextureD3D_Cube(RendererD3D *renderer);
        virtual ~TextureD3D_Cube();
    
        virtual ImageD3D *getImage(int level, int layer) const;
        virtual ImageD3D *getImage(const gl::ImageIndex &index) const;
        virtual GLsizei getLayerCount(int level) const;
    
        virtual bool hasDirtyImages() const { return mDirtyImages; }
        virtual void resetDirty() { mDirtyImages = false; }
        virtual void setUsage(GLenum usage) { mUsage = usage; }
    
        GLenum getInternalFormat(GLint level, GLint layer) const;
        bool isDepth(GLint level, GLint layer) const;
    
        gl::Error setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
                           const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
        gl::Error setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
                              const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
    
        gl::Error setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
                                     const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) override;
        gl::Error setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
                                        const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) override;
    
        gl::Error copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
                            const gl::Framebuffer *source) override;
        gl::Error copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
                               const gl::Framebuffer *source) override;
    
        gl::Error setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) override;
    
        virtual void bindTexImage(egl::Surface *surface);
        virtual void releaseTexImage();
    
        virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
        virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index);
    
        virtual gl::ImageIndexIterator imageIterator() const;
        virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const;
        virtual bool isValidIndex(const gl::ImageIndex &index) const;
    
      private:
        virtual gl::Error initializeStorage(bool renderTarget);
        virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const;
        virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
    
        virtual gl::Error updateStorage();
        virtual void initMipmapsImages();
    
        bool isValidFaceLevel(int faceIndex, int level) const;
        bool isFaceLevelComplete(int faceIndex, int level) const;
        bool isCubeComplete() const;
        virtual bool isImageComplete(const gl::ImageIndex &index) const;
        gl::Error updateStorageFaceLevel(int faceIndex, int level);
    
        void redefineImage(int faceIndex, GLint level, GLenum internalformat, const gl::Extents &size);
    
        ImageD3D *mImageArray[6][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
    };
    
    class TextureD3D_3D : public TextureD3D
    {
      public:
        TextureD3D_3D(RendererD3D *renderer);
        virtual ~TextureD3D_3D();
    
        virtual ImageD3D *getImage(int level, int layer) const;
        virtual ImageD3D *getImage(const gl::ImageIndex &index) const;
        virtual GLsizei getLayerCount(int level) const;
    
        GLsizei getWidth(GLint level) const;
        GLsizei getHeight(GLint level) const;
        GLsizei getDepth(GLint level) const;
        GLenum getInternalFormat(GLint level) const;
        bool isDepth(GLint level) const;
    
        gl::Error setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
                           const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
        gl::Error setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
                              const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
    
        gl::Error setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
                                     const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) override;
        gl::Error setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
                                        const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) override;
    
        gl::Error copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
                            const gl::Framebuffer *source) override;
        gl::Error copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
                               const gl::Framebuffer *source) override;
    
        gl::Error setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) override;
    
        virtual void bindTexImage(egl::Surface *surface);
        virtual void releaseTexImage();
    
        virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
        virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index);
    
        virtual gl::ImageIndexIterator imageIterator() const;
        virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const;
        virtual bool isValidIndex(const gl::ImageIndex &index) const;
    
      private:
        virtual gl::Error initializeStorage(bool renderTarget);
        virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const;
        virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
    
        virtual gl::Error updateStorage();
        virtual void initMipmapsImages();
    
        bool isValidLevel(int level) const;
        bool isLevelComplete(int level) const;
        virtual bool isImageComplete(const gl::ImageIndex &index) const;
        gl::Error updateStorageLevel(int level);
    
        void redefineImage(GLint level, GLenum internalformat, const gl::Extents &size);
    
        ImageD3D *mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
    };
    
    class TextureD3D_2DArray : public TextureD3D
    {
      public:
        TextureD3D_2DArray(RendererD3D *renderer);
        virtual ~TextureD3D_2DArray();
    
        virtual ImageD3D *getImage(int level, int layer) const;
        virtual ImageD3D *getImage(const gl::ImageIndex &index) const;
        virtual GLsizei getLayerCount(int level) const;
    
        GLsizei getWidth(GLint level) const;
        GLsizei getHeight(GLint level) const;
        GLenum getInternalFormat(GLint level) const;
        bool isDepth(GLint level) const;
    
        gl::Error setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
                           const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
        gl::Error setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
                              const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
    
        gl::Error setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
                                     const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) override;
        gl::Error setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
                                        const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) override;
    
        gl::Error copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
                            const gl::Framebuffer *source) override;
        gl::Error copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
                               const gl::Framebuffer *source) override;
    
        gl::Error setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) override;
    
        virtual void bindTexImage(egl::Surface *surface);
        virtual void releaseTexImage();
    
        virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
        virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index);
    
        virtual gl::ImageIndexIterator imageIterator() const;
        virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const;
        virtual bool isValidIndex(const gl::ImageIndex &index) const;
    
      private:
        virtual gl::Error initializeStorage(bool renderTarget);
        virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const;
        virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
    
        virtual gl::Error updateStorage();
        virtual void initMipmapsImages();
    
        bool isValidLevel(int level) const;
        bool isLevelComplete(int level) const;
        virtual bool isImageComplete(const gl::ImageIndex &index) const;
        gl::Error updateStorageLevel(int level);
    
        void deleteImages();
        void redefineImage(GLint level, GLenum internalformat, const gl::Extents &size);
    
        // Storing images as an array of single depth textures since D3D11 treats each array level of a
        // Texture2D object as a separate subresource.  Each layer would have to be looped over
        // to update all the texture layers since they cannot all be updated at once and it makes the most
        // sense for the Image class to not have to worry about layer subresource as well as mip subresources.
        GLsizei mLayerCounts[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
        ImageD3D **mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
    };
    
    }
    
    #endif // LIBANGLE_RENDERER_D3D_TEXTURED3D_H_