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// SwiftShader Software Renderer
//
// Copyright(c) 2005-2013 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
// Texture.h: Defines the abstract Texture class and its concrete derived
// classes Texture2D and TextureCubeMap. Implements GL texture objects and
// related functionality.
#ifndef LIBGL_TEXTURE_H_
#define LIBGL_TEXTURE_H_
#include "Renderbuffer.h"
#include "common/Object.hpp"
#include "utilities.h"
#include "common/debug.h"
#define _GDI32_
#include <windows.h>
#include <GL/GL.h>
#include <GL/glext.h>
#include <vector>
namespace gl
{
class Surface;
class Config;
class Framebuffer;
enum
{
IMPLEMENTATION_MAX_TEXTURE_LEVELS = MIPMAP_LEVELS,
IMPLEMENTATION_MAX_TEXTURE_SIZE = 1 << (MIPMAP_LEVELS - 1),
IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE = 1 << (MIPMAP_LEVELS - 1),
IMPLEMENTATION_MAX_RENDERBUFFER_SIZE = OUTLINE_RESOLUTION,
IMPLEMENTATION_MAX_SAMPLES = 4
};
class Texture : public NamedObject
{
public:
explicit Texture(GLuint name);
virtual ~Texture();
sw::Resource *getResource() const;
virtual void addProxyRef(const Renderbuffer *proxy) = 0;
virtual void releaseProxy(const Renderbuffer *proxy) = 0;
virtual GLenum getTarget() const = 0;
bool setMinFilter(GLenum filter);
bool setMagFilter(GLenum filter);
bool setWrapS(GLenum wrap);
bool setWrapT(GLenum wrap);
bool setMaxAnisotropy(GLfloat textureMaxAnisotropy);
bool setMaxLevel(int level);
GLenum getMinFilter() const;
GLenum getMagFilter() const;
GLenum getWrapS() const;
GLenum getWrapT() const;
GLfloat getMaxAnisotropy() const;
virtual GLsizei getWidth(GLenum target, GLint level) const = 0;
virtual GLsizei getHeight(GLenum target, GLint level) const = 0;
virtual GLenum getFormat(GLenum target, GLint level) const = 0;
virtual GLenum getType(GLenum target, GLint level) const = 0;
virtual sw::Format getInternalFormat(GLenum target, GLint level) const = 0;
virtual int getLevelCount() const = 0;
virtual bool isSamplerComplete() const = 0;
virtual bool isCompressed(GLenum target, GLint level) const = 0;
virtual bool isDepth(GLenum target, GLint level) const = 0;
virtual Renderbuffer *getRenderbuffer(GLenum target) = 0;
virtual Image *getRenderTarget(GLenum target, unsigned int level) = 0;
virtual void generateMipmaps() = 0;
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) = 0;
protected:
void setImage(GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *image, int xOffset = 0);
void subImage(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *image, bool is2DTexture = true);
void setCompressedImage(GLsizei imageSize, const void *pixels, Image *image);
void subImageCompressed(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels, Image *image);
bool copy(Image *source, const sw::Rect &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, Image *dest);
bool isMipmapFiltered() const;
GLenum mMinFilter;
GLenum mMagFilter;
GLenum mWrapS;
GLenum mWrapT;
GLfloat mMaxAnisotropy;
GLint mMaxLevel;
sw::Resource *resource;
};
class Texture2D : public Texture
{
public:
explicit Texture2D(GLuint name);
virtual ~Texture2D();
void addProxyRef(const Renderbuffer *proxy);
void releaseProxy(const Renderbuffer *proxy);
virtual GLenum getTarget() const;
virtual GLsizei getWidth(GLenum target, GLint level) const;
virtual GLsizei getHeight(GLenum target, GLint level) const;
virtual GLenum getFormat(GLenum target, GLint level) const;
virtual GLenum getType(GLenum target, GLint level) const;
virtual sw::Format getInternalFormat(GLenum target, GLint level) const;
virtual int getLevelCount() const;
void setImage(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, int xOffset = 0);
void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels);
void subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels);
void copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source);
void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source);
void setImage(Image *image);
virtual bool isSamplerComplete() const;
virtual bool isCompressed(GLenum target, GLint level) const;
virtual bool isDepth(GLenum target, GLint level) const;
virtual void generateMipmaps();
virtual Renderbuffer *getRenderbuffer(GLenum target);
virtual Image *getRenderTarget(GLenum target, unsigned int level);
Image *getImage(unsigned int level);
protected:
bool isMipmapComplete() const;
Image *image[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
// A specific internal reference count is kept for colorbuffer proxy references,
// because, as the renderbuffer acting as proxy will maintain a binding pointer
// back to this texture, there would be a circular reference if we used a binding
// pointer here. This reference count will cause the pointer to be set to NULL if
// the count drops to zero, but will not cause deletion of the Renderbuffer.
Renderbuffer *mColorbufferProxy;
unsigned int mProxyRefs;
};
class TextureCubeMap : public Texture
{
public:
explicit TextureCubeMap(GLuint name);
virtual ~TextureCubeMap();
void addProxyRef(const Renderbuffer *proxy);
void releaseProxy(const Renderbuffer *proxy);
virtual GLenum getTarget() const;
virtual GLsizei getWidth(GLenum target, GLint level) const;
virtual GLsizei getHeight(GLenum target, GLint level) const;
virtual GLenum getFormat(GLenum target, GLint level) const;
virtual GLenum getType(GLenum target, GLint level) const;
virtual sw::Format getInternalFormat(GLenum target, GLint level) const;
virtual int getLevelCount() const;
void setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels);
void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels);
void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source);
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source);
virtual bool isSamplerComplete() const;
virtual bool isCompressed(GLenum target, GLint level) const;
virtual bool isDepth(GLenum target, GLint level) const;
virtual void generateMipmaps();
virtual Renderbuffer *getRenderbuffer(GLenum target);
virtual Image *getRenderTarget(GLenum target, unsigned int level);
Image *getImage(int face, unsigned int level);
private:
bool isCubeComplete() const;
bool isMipmapCubeComplete() const;
// face is one of the GL_TEXTURE_CUBE_MAP_* enumerants. Returns NULL on failure.
Image *getImage(GLenum face, unsigned int level);
Image *image[6][IMPLEMENTATION_MAX_TEXTURE_LEVELS];
// A specific internal reference count is kept for colorbuffer proxy references,
// because, as the renderbuffer acting as proxy will maintain a binding pointer
// back to this texture, there would be a circular reference if we used a binding
// pointer here. This reference count will cause the pointer to be set to NULL if
// the count drops to zero, but will not cause deletion of the Renderbuffer.
Renderbuffer *mFaceProxies[6];
unsigned int mFaceProxyRefs[6];
};
class Texture1D : public Texture2D
{
public:
explicit Texture1D(GLuint name);
virtual ~Texture1D();
virtual GLenum getTarget() const;
virtual GLenum getFormat(GLenum target, GLint level) const;
virtual GLenum getType(GLenum target, GLint level) const;
virtual GLsizei getWidth(GLenum target, GLint level) const;
virtual GLsizei getHeight(GLenum target, GLint level) const;
virtual sw::Format getInternalFormat(GLenum target, GLint level) const;
virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
virtual bool isCompressed(GLenum target, GLint level) const;
};
}
#endif // LIBGL_TEXTURE_H_