Hash :
69cce580
Author :
Date :
2015-09-17T13:20:36
Split the SamplerState struct into SamplerState and TextureState. SamplerState is now only the members that are overridden by a sampler object, this makes it easy to update those specific members. Opted for getters and setters for each member in Texture and Sampler because it will be required to enable dirty bits for these states. Added maxAnisotropy to the SamplerState instead of texture state. The sampler objects extension mentions it should be there. BUG=angleproject:1162 Change-Id: I5aa6d702bd5915ee9df1976afef3c8c1f69d27c8 Reviewed-on: https://chromium-review.googlesource.com/300490 Tryjob-Request: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@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"
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;
// 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,
bool depthStencilWorkaround,
const LUMAWorkaroundGL &lumaWorkaround);
};
class TextureGL : public TextureImpl
{
public:
TextureGL(GLenum type,
const FunctionsGL *functions,
const WorkaroundsGL &workarounds,
StateManagerGL *stateManager,
BlitGL *blitter);
~TextureGL() override;
void setUsage(GLenum usage) override;
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;
gl::Error generateMipmaps(const gl::TextureState &textureState) override;
void bindTexImage(egl::Surface *surface) override;
void releaseTexImage() override;
gl::Error setEGLImageTarget(GLenum target, egl::Image *image) override;
void syncState(size_t textureUnit, const gl::TextureState &textureState) const;
GLuint getTextureID() const;
gl::Error getAttachmentRenderTarget(const gl::FramebufferAttachment::Target &target,
FramebufferAttachmentRenderTarget **rtOut) override
{
return gl::Error(GL_OUT_OF_MEMORY, "Not supported on OpenGL");
}
private:
GLenum mTextureType;
const FunctionsGL *mFunctions;
const WorkaroundsGL &mWorkarounds;
StateManagerGL *mStateManager;
BlitGL *mBlitter;
std::vector<LevelInfoGL> mLevelInfo;
mutable gl::TextureState mAppliedTextureState;
GLuint mTextureID;
};
}
#endif // LIBANGLE_RENDERER_GL_TEXTUREGL_H_