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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. [OpenGL ES 2.0.24] section 3.7 page 63.
#ifndef LIBGLESV2_TEXTURE_H_
#define LIBGLESV2_TEXTURE_H_
#include "utilities.h"
#include "TextureEGL.hpp"
#include "common/debug.h"
#define GL_APICALL
#include <GLES2/gl2.h>
#include <vector>
namespace egl
{
class Surface;
class Config;
}
namespace es2
{
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 egl::Texture
{
public:
explicit Texture();
virtual ~Texture();
virtual void addRef();
virtual void release();
sw::Resource *getResource() const;
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);
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 egl::Image *getRenderTarget(GLenum target, unsigned int level) = 0;
virtual egl::Image *createSharedImage(GLenum target, unsigned int level);
virtual bool isShared(GLenum target, unsigned int level) const = 0;
virtual void generateMipmaps() = 0;
protected:
void setImage(GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, egl::Image *image);
void subImage(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, egl::Image *image);
void setCompressedImage(GLsizei imageSize, const void *pixels, egl::Image *image);
void subImageCompressed(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels, egl::Image *image);
bool copy(egl::Image *source, const sw::Rect &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, egl::Image *dest);
bool isMipmapFiltered() const;
GLenum mMinFilter;
GLenum mMagFilter;
GLenum mWrapS;
GLenum mWrapT;
GLfloat mMaxAnisotropy;
sw::Resource *resource;
volatile int referenceCount;
};
class Texture2D : public Texture
{
public:
explicit Texture2D();
virtual ~Texture2D();
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);
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);
virtual bool isSamplerComplete() const;
virtual bool isCompressed(GLenum target, GLint level) const;
virtual bool isDepth(GLenum target, GLint level) const;
virtual void generateMipmaps();
virtual egl::Image *getRenderTarget(GLenum target, unsigned int level);
virtual bool isShared(GLenum target, unsigned int level) const;
egl::Image *getImage(unsigned int level);
protected:
bool isMipmapComplete() const;
egl::Image *image[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
egl::Surface *mSurface;
};
class TextureCubeMap : public Texture
{
public:
explicit TextureCubeMap();
virtual ~TextureCubeMap();
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);
virtual bool isSamplerComplete() const;
virtual bool isCompressed(GLenum target, GLint level) const;
virtual bool isDepth(GLenum target, GLint level) const;
virtual void generateMipmaps();
virtual Image *getRenderTarget(GLenum target, unsigned int level);
virtual bool isShared(GLenum target, unsigned int level) const;
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];
};
}
#endif // LIBGLESV2_TEXTURE_H_