xref: /aosp_15_r20/external/angle/src/libANGLE/renderer/d3d/ImageD3D.h (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2002 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker 
7*8975f5c5SAndroid Build Coastguard Worker // ImageD3D.h: Defines the rx::ImageD3D class, an abstract base class for the
8*8975f5c5SAndroid Build Coastguard Worker // renderer-specific classes which will define the interface to the underlying
9*8975f5c5SAndroid Build Coastguard Worker // surfaces or resources.
10*8975f5c5SAndroid Build Coastguard Worker 
11*8975f5c5SAndroid Build Coastguard Worker #ifndef LIBANGLE_RENDERER_D3D_IMAGED3D_H_
12*8975f5c5SAndroid Build Coastguard Worker #define LIBANGLE_RENDERER_D3D_IMAGED3D_H_
13*8975f5c5SAndroid Build Coastguard Worker 
14*8975f5c5SAndroid Build Coastguard Worker #include "common/debug.h"
15*8975f5c5SAndroid Build Coastguard Worker 
16*8975f5c5SAndroid Build Coastguard Worker #include "common/PackedEnums.h"
17*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/Error.h"
18*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/angletypes.h"
19*8975f5c5SAndroid Build Coastguard Worker 
20*8975f5c5SAndroid Build Coastguard Worker namespace gl
21*8975f5c5SAndroid Build Coastguard Worker {
22*8975f5c5SAndroid Build Coastguard Worker class Context;
23*8975f5c5SAndroid Build Coastguard Worker class Framebuffer;
24*8975f5c5SAndroid Build Coastguard Worker class ImageIndex;
25*8975f5c5SAndroid Build Coastguard Worker struct PixelUnpackState;
26*8975f5c5SAndroid Build Coastguard Worker }  // namespace gl
27*8975f5c5SAndroid Build Coastguard Worker 
28*8975f5c5SAndroid Build Coastguard Worker namespace rx
29*8975f5c5SAndroid Build Coastguard Worker {
30*8975f5c5SAndroid Build Coastguard Worker class TextureStorage;
31*8975f5c5SAndroid Build Coastguard Worker class RendererD3D;
32*8975f5c5SAndroid Build Coastguard Worker class RenderTargetD3D;
33*8975f5c5SAndroid Build Coastguard Worker 
34*8975f5c5SAndroid Build Coastguard Worker class ImageD3D : angle::NonCopyable
35*8975f5c5SAndroid Build Coastguard Worker {
36*8975f5c5SAndroid Build Coastguard Worker   public:
37*8975f5c5SAndroid Build Coastguard Worker     ImageD3D();
~ImageD3D()38*8975f5c5SAndroid Build Coastguard Worker     virtual ~ImageD3D() {}
39*8975f5c5SAndroid Build Coastguard Worker 
getWidth()40*8975f5c5SAndroid Build Coastguard Worker     GLsizei getWidth() const { return mWidth; }
getHeight()41*8975f5c5SAndroid Build Coastguard Worker     GLsizei getHeight() const { return mHeight; }
getDepth()42*8975f5c5SAndroid Build Coastguard Worker     GLsizei getDepth() const { return mDepth; }
getInternalFormat()43*8975f5c5SAndroid Build Coastguard Worker     GLenum getInternalFormat() const { return mInternalFormat; }
getType()44*8975f5c5SAndroid Build Coastguard Worker     gl::TextureType getType() const { return mType; }
isRenderableFormat()45*8975f5c5SAndroid Build Coastguard Worker     bool isRenderableFormat() const { return mRenderable; }
46*8975f5c5SAndroid Build Coastguard Worker 
markDirty()47*8975f5c5SAndroid Build Coastguard Worker     void markDirty() { mDirty = true; }
markClean()48*8975f5c5SAndroid Build Coastguard Worker     void markClean() { mDirty = false; }
49*8975f5c5SAndroid Build Coastguard Worker     virtual bool isDirty() const = 0;
50*8975f5c5SAndroid Build Coastguard Worker 
51*8975f5c5SAndroid Build Coastguard Worker     virtual bool redefine(gl::TextureType type,
52*8975f5c5SAndroid Build Coastguard Worker                           GLenum internalformat,
53*8975f5c5SAndroid Build Coastguard Worker                           const gl::Extents &size,
54*8975f5c5SAndroid Build Coastguard Worker                           bool forceRelease) = 0;
55*8975f5c5SAndroid Build Coastguard Worker 
56*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result loadData(const gl::Context *context,
57*8975f5c5SAndroid Build Coastguard Worker                                    const gl::Box &area,
58*8975f5c5SAndroid Build Coastguard Worker                                    const gl::PixelUnpackState &unpack,
59*8975f5c5SAndroid Build Coastguard Worker                                    GLenum type,
60*8975f5c5SAndroid Build Coastguard Worker                                    const void *input,
61*8975f5c5SAndroid Build Coastguard Worker                                    bool applySkipImages)        = 0;
62*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result loadCompressedData(const gl::Context *context,
63*8975f5c5SAndroid Build Coastguard Worker                                              const gl::Box &area,
64*8975f5c5SAndroid Build Coastguard Worker                                              const void *input) = 0;
65*8975f5c5SAndroid Build Coastguard Worker 
66*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result setManagedSurface2D(const gl::Context *context,
67*8975f5c5SAndroid Build Coastguard Worker                                               TextureStorage *storage,
68*8975f5c5SAndroid Build Coastguard Worker                                               int level);
69*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result setManagedSurfaceCube(const gl::Context *context,
70*8975f5c5SAndroid Build Coastguard Worker                                                 TextureStorage *storage,
71*8975f5c5SAndroid Build Coastguard Worker                                                 int face,
72*8975f5c5SAndroid Build Coastguard Worker                                                 int level);
73*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result setManagedSurface3D(const gl::Context *context,
74*8975f5c5SAndroid Build Coastguard Worker                                               TextureStorage *storage,
75*8975f5c5SAndroid Build Coastguard Worker                                               int level);
76*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result setManagedSurface2DArray(const gl::Context *context,
77*8975f5c5SAndroid Build Coastguard Worker                                                    TextureStorage *storage,
78*8975f5c5SAndroid Build Coastguard Worker                                                    int layer,
79*8975f5c5SAndroid Build Coastguard Worker                                                    int level);
80*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result copyToStorage(const gl::Context *context,
81*8975f5c5SAndroid Build Coastguard Worker                                         TextureStorage *storage,
82*8975f5c5SAndroid Build Coastguard Worker                                         const gl::ImageIndex &index,
83*8975f5c5SAndroid Build Coastguard Worker                                         const gl::Box &region) = 0;
84*8975f5c5SAndroid Build Coastguard Worker 
85*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result copyFromTexStorage(const gl::Context *context,
86*8975f5c5SAndroid Build Coastguard Worker                                              const gl::ImageIndex &imageIndex,
87*8975f5c5SAndroid Build Coastguard Worker                                              TextureStorage *source)         = 0;
88*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result copyFromFramebuffer(const gl::Context *context,
89*8975f5c5SAndroid Build Coastguard Worker                                               const gl::Offset &destOffset,
90*8975f5c5SAndroid Build Coastguard Worker                                               const gl::Rectangle &sourceArea,
91*8975f5c5SAndroid Build Coastguard Worker                                               const gl::Framebuffer *source) = 0;
92*8975f5c5SAndroid Build Coastguard Worker 
93*8975f5c5SAndroid Build Coastguard Worker   protected:
94*8975f5c5SAndroid Build Coastguard Worker     GLsizei mWidth;
95*8975f5c5SAndroid Build Coastguard Worker     GLsizei mHeight;
96*8975f5c5SAndroid Build Coastguard Worker     GLsizei mDepth;
97*8975f5c5SAndroid Build Coastguard Worker     GLenum mInternalFormat;
98*8975f5c5SAndroid Build Coastguard Worker     bool mRenderable;
99*8975f5c5SAndroid Build Coastguard Worker     gl::TextureType mType;
100*8975f5c5SAndroid Build Coastguard Worker 
101*8975f5c5SAndroid Build Coastguard Worker     bool mDirty;
102*8975f5c5SAndroid Build Coastguard Worker };
103*8975f5c5SAndroid Build Coastguard Worker }  // namespace rx
104*8975f5c5SAndroid Build Coastguard Worker 
105*8975f5c5SAndroid Build Coastguard Worker #endif  // LIBANGLE_RENDERER_D3D_IMAGED3D_H_
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