Hash :
8509d86e
Author :
Date :
2015-05-20T14:06:13
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>
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//
// 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 ®ion);
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_