| /* |
| Copyright 2011 Google Inc. |
| |
| Licensed under the Apache License, Version 2.0 (the "License"); |
| you may not use this file except in compliance with the License. |
| You may obtain a copy of the License at |
| |
| http://www.apache.org/licenses/LICENSE-2.0 |
| |
| Unless required by applicable law or agreed to in writing, software |
| distributed under the License is distributed on an "AS IS" BASIS, |
| WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| See the License for the specific language governing permissions and |
| limitations under the License. |
| */ |
| |
| #ifndef GrGLTexture_DEFINED |
| #define GrGLTexture_DEFINED |
| |
| #include "GrTexture.h" |
| #include "GrScalar.h" |
| #include "GrGLIRect.h" |
| |
| class GrGpuGL; |
| class GrGLTexture; |
| |
| /** |
| * A ref counted tex id that deletes the texture in its destructor. |
| */ |
| class GrGLTexID : public GrRefCnt { |
| |
| public: |
| GrGLTexID(GrGLuint texID, bool ownsID) : fTexID(texID), fOwnsID(ownsID) {} |
| |
| virtual ~GrGLTexID() { |
| if (0 != fTexID && fOwnsID) { |
| GR_GL(DeleteTextures(1, &fTexID)); |
| } |
| } |
| |
| void abandon() { fTexID = 0; } |
| GrGLuint id() const { return fTexID; } |
| |
| private: |
| GrGLuint fTexID; |
| bool fOwnsID; |
| }; |
| |
| //////////////////////////////////////////////////////////////////////////////// |
| |
| class GrGLRenderTarget : public GrRenderTarget { |
| |
| public: |
| // set fTexFBOID to this value to indicate that it is multisampled but |
| // Gr doesn't know how to resolve it. |
| enum { kUnresolvableFBOID = 0 }; |
| |
| struct GLRenderTargetIDs { |
| GrGLuint fRTFBOID; |
| GrGLuint fTexFBOID; |
| GrGLuint fStencilRenderbufferID; |
| GrGLuint fMSColorRenderbufferID; |
| bool fOwnIDs; |
| void reset() { memset(this, 0, sizeof(GLRenderTargetIDs)); } |
| }; |
| |
| GrGLRenderTarget(GrGpuGL* gpu, |
| const GLRenderTargetIDs& ids, |
| GrGLTexID* texID, |
| GrGLuint stencilBits, |
| bool isMultisampled, |
| const GrGLIRect& fViewport, |
| GrGLTexture* texture); |
| |
| virtual ~GrGLRenderTarget() { this->release(); } |
| |
| void setViewport(const GrGLIRect& rect) { fViewport = rect; } |
| const GrGLIRect& getViewport() const { return fViewport; } |
| |
| // The following two functions return the same ID when a |
| // texture-rendertarget is multisampled, and different IDs when |
| // it is. |
| // FBO ID used to render into |
| GrGLuint renderFBOID() const { return fRTFBOID; } |
| // FBO ID that has texture ID attached. |
| GrGLuint textureFBOID() const { return fTexFBOID; } |
| |
| // override of GrRenderTarget |
| virtual ResolveType getResolveType() const { |
| if (fRTFBOID == fTexFBOID) { |
| // catches FBO 0 and non MSAA case |
| return kAutoResolves_ResolveType; |
| } else if (kUnresolvableFBOID == fTexFBOID) { |
| return kCantResolve_ResolveType; |
| } else { |
| return kCanResolve_ResolveType; |
| } |
| } |
| |
| protected: |
| // override of GrResource |
| virtual void onAbandon(); |
| virtual void onRelease(); |
| |
| private: |
| GrGLuint fRTFBOID; |
| GrGLuint fTexFBOID; |
| GrGLuint fStencilRenderbufferID; |
| GrGLuint fMSColorRenderbufferID; |
| |
| // Should this object delete IDs when it is destroyed or does someone |
| // else own them. |
| bool fOwnIDs; |
| |
| // when we switch to this rendertarget we want to set the viewport to |
| // only render to to content area (as opposed to the whole allocation) and |
| // we want the rendering to be at top left (GL has origin in bottom left) |
| GrGLIRect fViewport; |
| |
| // non-NULL if this RT was created by Gr with an associated GrGLTexture. |
| GrGLTexID* fTexIDObj; |
| |
| typedef GrRenderTarget INHERITED; |
| }; |
| |
| //////////////////////////////////////////////////////////////////////////////// |
| |
| class GrGLTexture : public GrTexture { |
| |
| public: |
| enum Orientation { |
| kBottomUp_Orientation, |
| kTopDown_Orientation, |
| }; |
| |
| struct TexParams { |
| GrGLenum fFilter; |
| GrGLenum fWrapS; |
| GrGLenum fWrapT; |
| void invalidate() { memset(this, 0xff, sizeof(TexParams)); } |
| }; |
| |
| struct GLTextureDesc { |
| uint32_t fContentWidth; |
| uint32_t fContentHeight; |
| uint32_t fAllocWidth; |
| uint32_t fAllocHeight; |
| GrPixelConfig fFormat; |
| GrGLuint fTextureID; |
| bool fOwnsID; |
| GrGLenum fUploadFormat; |
| GrGLenum fUploadByteCount; |
| GrGLenum fUploadType; |
| GrGLuint fStencilBits; |
| Orientation fOrientation; |
| }; |
| |
| typedef GrGLRenderTarget::GLRenderTargetIDs GLRenderTargetIDs; |
| |
| GrGLTexture(GrGpuGL* gpu, |
| const GLTextureDesc& textureDesc, |
| const GLRenderTargetIDs& rtIDs, |
| const TexParams& initialTexParams); |
| |
| virtual ~GrGLTexture() { this->release(); } |
| |
| // overrides of GrTexture |
| virtual void uploadTextureData(uint32_t x, |
| uint32_t y, |
| uint32_t width, |
| uint32_t height, |
| const void* srcData); |
| virtual intptr_t getTextureHandle(); |
| |
| const TexParams& getTexParams() const { return fTexParams; } |
| void setTexParams(const TexParams& texParams) { fTexParams = texParams; } |
| GrGLuint textureID() const { return fTexIDObj->id(); } |
| |
| GrGLenum uploadFormat() const { return fUploadFormat; } |
| GrGLenum uploadByteCount() const { return fUploadByteCount; } |
| GrGLenum uploadType() const { return fUploadType; } |
| |
| /** |
| * Retrieves the texture width actually allocated in texels. |
| * |
| * @return the width in texels |
| */ |
| int allocWidth() const { return fAllocWidth; } |
| |
| /** |
| * Retrieves the texture height actually allocated in texels. |
| * |
| * @return the height in texels |
| */ |
| int allocHeight() const { return fAllocHeight; } |
| |
| /** |
| * @return width() / allocWidth() |
| */ |
| GrScalar contentScaleX() const { return fScaleX; } |
| |
| /** |
| * @return height() / allocHeight() |
| */ |
| GrScalar contentScaleY() const { return fScaleY; } |
| |
| // 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; |
| GrGLTexID* fTexIDObj; |
| GrGLenum fUploadFormat; |
| GrGLenum fUploadByteCount; |
| GrGLenum fUploadType; |
| int fAllocWidth; |
| int fAllocHeight; |
| // precomputed content / alloc ratios |
| GrScalar fScaleX; |
| GrScalar fScaleY; |
| Orientation fOrientation; |
| GrGpuGL* fGpuGL; |
| |
| typedef GrTexture INHERITED; |
| }; |
| |
| #endif |