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//
// Copyright 2002 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ImageD3D.h: Defines the rx::ImageD3D class, an abstract base class for the
// renderer-specific classes which will define the interface to the underlying
// surfaces or resources.
#ifndef LIBANGLE_RENDERER_D3D_IMAGED3D_H_
#define LIBANGLE_RENDERER_D3D_IMAGED3D_H_
#include "common/debug.h"
#include "common/PackedEnums.h"
#include "libANGLE/Error.h"
#include "libANGLE/angletypes.h"
namespace gl
{
class Context;
class Framebuffer;
class ImageIndex;
struct PixelUnpackState;
} // namespace gl
namespace rx
{
class TextureStorage;
class RendererD3D;
class RenderTargetD3D;
class ImageD3D : angle::NonCopyable
{
public:
ImageD3D();
virtual ~ImageD3D() {}
GLsizei getWidth() const { return mWidth; }
GLsizei getHeight() const { return mHeight; }
GLsizei getDepth() const { return mDepth; }
GLenum getInternalFormat() const { return mInternalFormat; }
gl::TextureType getType() const { return mType; }
bool isRenderableFormat() const { return mRenderable; }
void markDirty() { mDirty = true; }
void markClean() { mDirty = false; }
virtual bool isDirty() const = 0;
virtual bool redefine(gl::TextureType type,
GLenum internalformat,
const gl::Extents &size,
bool forceRelease) = 0;
virtual angle::Result loadData(const gl::Context *context,
const gl::Box &area,
const gl::PixelUnpackState &unpack,
GLenum type,
const void *input,
bool applySkipImages) = 0;
virtual angle::Result loadCompressedData(const gl::Context *context,
const gl::Box &area,
const void *input) = 0;
virtual angle::Result setManagedSurface2D(const gl::Context *context,
TextureStorage *storage,
int level);
virtual angle::Result setManagedSurfaceCube(const gl::Context *context,
TextureStorage *storage,
int face,
int level);
virtual angle::Result setManagedSurface3D(const gl::Context *context,
TextureStorage *storage,
int level);
virtual angle::Result setManagedSurface2DArray(const gl::Context *context,
TextureStorage *storage,
int layer,
int level);
virtual angle::Result copyToStorage(const gl::Context *context,
TextureStorage *storage,
const gl::ImageIndex &index,
const gl::Box &region) = 0;
virtual angle::Result copyFromTexStorage(const gl::Context *context,
const gl::ImageIndex &imageIndex,
TextureStorage *source) = 0;
virtual angle::Result copyFromFramebuffer(const gl::Context *context,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
const gl::Framebuffer *source) = 0;
protected:
GLsizei mWidth;
GLsizei mHeight;
GLsizei mDepth;
GLenum mInternalFormat;
bool mRenderable;
gl::TextureType mType;
bool mDirty;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_IMAGED3D_H_