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/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGLTexture_DEFINED
#define GrGLTexture_DEFINED
#include "../GrGpu.h"
#include "GrGLRenderTarget.h"
/**
* A ref counted tex id that deletes the texture in its destructor.
*/
class GrGLTexID : public GrRefCnt {
public:
GrGLTexID(const GrGLInterface* gl, GrGLuint texID, bool ownsID)
: fGL(gl)
, fTexID(texID)
, fOwnsID(ownsID) {
}
virtual ~GrGLTexID() {
if (0 != fTexID && fOwnsID) {
GR_GL_CALL(fGL, DeleteTextures(1, &fTexID));
}
}
void abandon() { fTexID = 0; }
GrGLuint id() const { return fTexID; }
private:
const GrGLInterface* fGL;
GrGLuint fTexID;
bool fOwnsID;
};
////////////////////////////////////////////////////////////////////////////////
class GrGLTexture : public GrTexture {
public:
enum Orientation {
kBottomUp_Orientation,
kTopDown_Orientation,
};
struct TexParams {
GrGLenum fFilter;
GrGLenum fWrapS;
GrGLenum fWrapT;
GrGLenum fSwizzleRGBA[4];
void invalidate() { memset(this, 0xff, sizeof(TexParams)); }
};
struct Desc {
int fWidth;
int fHeight;
GrPixelConfig fConfig;
GrGLuint fTextureID;
bool fOwnsID;
Orientation fOrientation;
};
// creates a texture that is also an RT
GrGLTexture(GrGpuGL* gpu,
const Desc& textureDesc,
const GrGLRenderTarget::Desc& rtDesc);
// creates a non-RT texture
GrGLTexture(GrGpuGL* gpu,
const Desc& textureDesc);
virtual ~GrGLTexture() { this->release(); }
virtual intptr_t getTextureHandle() const;
// these functions
const TexParams& getCachedTexParams(GrGpu::ResetTimestamp* timestamp) const {
*timestamp = fTexParamsTimestamp;
return fTexParams;
}
void setCachedTexParams(const TexParams& texParams,
GrGpu::ResetTimestamp timestamp) {
fTexParams = texParams;
fTexParamsTimestamp = timestamp;
}
GrGLuint textureID() const { return fTexIDObj->id(); }
// Ganesh assumes texture coordinates have their origin
// in the top-left corner of the image. OpenGL, however,
// has the origin in the lower-left corner. For content that
// is loaded by Ganesh we just push the content "upside down"
// (by GL's understanding of the world) in glTex*Image and the
// addressing just works out. However, content generated by GL
// (FBO or externally imported texture) will be updside down
// and it is up to the GrGpuGL derivative to handle y-mirroing.
Orientation orientation() const { return fOrientation; }
static const GrGLenum* WrapMode2GLWrap();
protected:
// overrides of GrTexture
virtual void onAbandon();
virtual void onRelease();
private:
TexParams fTexParams;
GrGpu::ResetTimestamp fTexParamsTimestamp;
GrGLTexID* fTexIDObj;
Orientation fOrientation;
void init(GrGpuGL* gpu,
const Desc& textureDesc,
const GrGLRenderTarget::Desc* rtDesc);
typedef GrTexture INHERITED;
};
#endif