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 ®ion) = 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_ 106