Hash :
c4f27e4b
Author :
Date :
2018-03-31T14:19:18
Texture: Pass ImageIndex to relevant methods. The Vulkan back-end will be using this helper struct, so make it available everywhere. This cleans up a lot of the code for D3D. Potentially in the future we could generate these in the entry points if we supported packing multiple arguments into one. Also changes a few parameter types to GLint for compatibility. Also updates the Vulkan Texture implementation check the stored vk::Format on setImage changes. Bug: angleproject:2318 Change-Id: I57cea4a42483ab51859229517d783b58f206b8e7 Reviewed-on: https://chromium-review.googlesource.com/985203 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Luc Ferron <lucferron@chromium.org>
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//
// Copyright 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.
//
// TextureGL.h: Defines the class interface for TextureGL.
#ifndef LIBANGLE_RENDERER_GL_TEXTUREGL_H_
#define LIBANGLE_RENDERER_GL_TEXTUREGL_H_
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/TextureImpl.h"
#include "libANGLE/Texture.h"
namespace rx
{
class BlitGL;
class FunctionsGL;
class StateManagerGL;
struct WorkaroundsGL;
struct LUMAWorkaroundGL
{
bool enabled;
GLenum workaroundFormat;
LUMAWorkaroundGL();
LUMAWorkaroundGL(bool enabled, GLenum workaroundFormat);
};
// Structure containing information about format and workarounds for each mip level of the
// TextureGL.
struct LevelInfoGL
{
// Format of the data used in this mip level.
GLenum sourceFormat;
// Internal format used for the native call to define this texture
GLenum nativeInternalFormat;
// If this mip level requires sampler-state re-writing so that only a red channel is exposed.
bool depthStencilWorkaround;
// Information about luminance alpha texture workarounds in the core profile.
LUMAWorkaroundGL lumaWorkaround;
LevelInfoGL();
LevelInfoGL(GLenum sourceFormat,
GLenum nativeInternalFormat,
bool depthStencilWorkaround,
const LUMAWorkaroundGL &lumaWorkaround);
};
class TextureGL : public TextureImpl
{
public:
TextureGL(const gl::TextureState &state,
const FunctionsGL *functions,
const WorkaroundsGL &workarounds,
StateManagerGL *stateManager,
BlitGL *blitter);
~TextureGL() override;
gl::Error setImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
gl::Error setSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels) override;
gl::Error setCompressedImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
gl::Error setCompressedSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
gl::Error copyImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
gl::Framebuffer *source) override;
gl::Error copySubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
gl::Framebuffer *source) override;
gl::Error copyTexture(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
GLenum type,
size_t sourceLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source) override;
gl::Error copySubTexture(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
size_t sourceLevel,
const gl::Rectangle &sourceArea,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source) override;
gl::Error copySubTextureHelper(const gl::Context *context,
gl::TextureTarget target,
size_t level,
const gl::Offset &destOffset,
size_t sourceLevel,
const gl::Rectangle &sourceArea,
GLenum destFormat,
GLenum destType,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source);
gl::Error setStorage(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size) override;
gl::Error setStorageMultisample(const gl::Context *context,
gl::TextureType type,
GLsizei samples,
GLint internalFormat,
const gl::Extents &size,
bool fixedSampleLocations) override;
gl::Error setImageExternal(const gl::Context *context,
gl::TextureType type,
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc) override;
gl::Error generateMipmap(const gl::Context *context) override;
gl::Error bindTexImage(const gl::Context *context, egl::Surface *surface) override;
gl::Error releaseTexImage(const gl::Context *context) override;
gl::Error setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image) override;
GLuint getTextureID() const;
gl::TextureType getType() const;
void syncState(const gl::Texture::DirtyBits &dirtyBits) override;
bool hasAnyDirtyBit() const;
gl::Error setBaseLevel(const gl::Context *context, GLuint baseLevel) override;
gl::Error initializeContents(const gl::Context *context,
const gl::ImageIndex &imageIndex) override;
void setMinFilter(GLenum filter);
void setMagFilter(GLenum filter);
void setSwizzle(GLint swizzle[4]);
private:
void setImageHelper(gl::TextureTarget target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const uint8_t *pixels);
// This changes the current pixel unpack state that will have to be reapplied.
void reserveTexImageToBeFilled(gl::TextureTarget target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type);
gl::Error setSubImageRowByRowWorkaround(const gl::Context *context,
gl::TextureTarget target,
size_t level,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const gl::Buffer *unpackBuffer,
const uint8_t *pixels);
gl::Error setSubImagePaddingWorkaround(const gl::Context *context,
gl::TextureTarget target,
size_t level,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const gl::Buffer *unpackBuffer,
const uint8_t *pixels);
void syncTextureStateSwizzle(const FunctionsGL *functions,
GLenum name,
GLenum value,
GLenum *outValue);
void setLevelInfo(gl::TextureTarget target,
size_t level,
size_t levelCount,
const LevelInfoGL &levelInfo);
void setLevelInfo(gl::TextureType type,
size_t level,
size_t levelCount,
const LevelInfoGL &levelInfo);
const LevelInfoGL &getLevelInfo(gl::TextureTarget target, size_t level) const;
const LevelInfoGL &getBaseLevelInfo() const;
const FunctionsGL *mFunctions;
const WorkaroundsGL &mWorkarounds;
StateManagerGL *mStateManager;
BlitGL *mBlitter;
std::vector<LevelInfoGL> mLevelInfo;
gl::Texture::DirtyBits mLocalDirtyBits;
gl::SwizzleState mAppliedSwizzle;
gl::SamplerState mAppliedSampler;
GLuint mAppliedBaseLevel;
GLuint mAppliedMaxLevel;
GLuint mTextureID;
};
}
#endif // LIBANGLE_RENDERER_GL_TEXTUREGL_H_