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authorBrandon Jones <bajones@chromium.org>2014-08-05 13:27:48 -0700
committerBrandon Jones <bajones@chromium.org>2014-08-07 20:18:34 +0000
commitcef06ff2352700d2842f961c22371064836ad689 (patch)
treef68d806bea4685b9c6ea35c3608c77d1c1508f92 /src/libGLESv2/renderer/d3d
parente5c97abd327c1f12ed93373a964c8d9a1c82731c (diff)
downloadangle-cef06ff2352700d2842f961c22371064836ad689.tar.gz
Unifying the various texture interfaces where possible
Also fixed diamond inheritance pattern that was causing trouble on Windows 8 BUG=angle:688, angle:720 Change-Id: I678826bd4f3927c68ca1eb2e018dbb5aad33a8cc Reviewed-on: https://chromium-review.googlesource.com/211037 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Brandon Jones <bajones@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Diffstat (limited to 'src/libGLESv2/renderer/d3d')
-rw-r--r--src/libGLESv2/renderer/d3d/TextureD3D.cpp224
-rw-r--r--src/libGLESv2/renderer/d3d/TextureD3D.h95
-rw-r--r--src/libGLESv2/renderer/d3d/TextureStorage.cpp2
-rw-r--r--src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp5
-rw-r--r--src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp2
-rw-r--r--src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp6
-rw-r--r--src/libGLESv2/renderer/d3d/d3d9/TextureStorage9.cpp2
7 files changed, 207 insertions, 129 deletions
diff --git a/src/libGLESv2/renderer/d3d/TextureD3D.cpp b/src/libGLESv2/renderer/d3d/TextureD3D.cpp
index 4cbe5d65..b33c471b 100644
--- a/src/libGLESv2/renderer/d3d/TextureD3D.cpp
+++ b/src/libGLESv2/renderer/d3d/TextureD3D.cpp
@@ -12,6 +12,7 @@
#include "libEGL/Surface.h"
#include "libGLESv2/Buffer.h"
#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/Texture.h"
#include "libGLESv2/main.h"
#include "libGLESv2/formatutils.h"
#include "libGLESv2/renderer/BufferImpl.h"
@@ -58,12 +59,6 @@ TextureD3D::~TextureD3D()
{
}
-TextureD3D *TextureD3D::makeTextureD3D(TextureImpl *texture)
-{
- ASSERT(HAS_DYNAMIC_TYPE(TextureD3D*, texture));
- return static_cast<TextureD3D*>(texture);
-}
-
GLint TextureD3D::getBaseLevelWidth() const
{
const Image *baseImage = getBaseLevelImage();
@@ -250,15 +245,17 @@ TextureStorageInterface *TextureD3D_2D::getNativeTexture()
return storage;
}
-Image *TextureD3D_2D::getImage(int level) const
+Image *TextureD3D_2D::getImage(int level, int layer) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(layer == 0);
return mImageArray[level];
}
-void TextureD3D_2D::setUsage(GLenum usage)
+GLsizei TextureD3D_2D::getLayerCount(int level) const
{
- mUsage = usage;
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return 1;
}
GLsizei TextureD3D_2D::getWidth(GLint level) const
@@ -298,17 +295,21 @@ bool TextureD3D_2D::isDepth(GLint level) const
return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
}
-void TextureD3D_2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+void TextureD3D_2D::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{
+ ASSERT(target == GL_TEXTURE_2D && depth == 1);
+
GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
bool fastUnpacked = false;
+ redefineImage(level, sizedInternalFormat, width, height);
+
// Attempt a fast gpu copy of the pixel data to the surface
if (isFastUnpackable(unpack, sizedInternalFormat) && isLevelComplete(level))
{
// Will try to create RT storage if it does not exist
- RenderTarget *destRenderTarget = getRenderTarget(level);
+ RenderTarget *destRenderTarget = getRenderTarget(level, 0);
gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1);
if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget))
@@ -326,18 +327,25 @@ void TextureD3D_2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum
}
}
-void TextureD3D_2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
+void TextureD3D_2D::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
{
+ ASSERT(target == GL_TEXTURE_2D && depth == 1);
+
+ // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+ redefineImage(level, format, width, height);
+
TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]);
}
-void TextureD3D_2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+void TextureD3D_2D::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{
+ ASSERT(target == GL_TEXTURE_2D && depth == 1 && zoffset == 0);
+
bool fastUnpacked = false;
if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level))
{
- RenderTarget *renderTarget = getRenderTarget(level);
+ RenderTarget *renderTarget = getRenderTarget(level, 0);
gl::Box destArea(xoffset, yoffset, 0, width, height, 1);
if (renderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, renderTarget))
@@ -355,16 +363,23 @@ void TextureD3D_2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei
}
}
-void TextureD3D_2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
+void TextureD3D_2D::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
{
+ ASSERT(target == GL_TEXTURE_2D && depth == 1 && zoffset == 0);
+
if (TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[level]))
{
commitRect(level, xoffset, yoffset, width, height);
}
}
-void TextureD3D_2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+void TextureD3D_2D::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{
+ ASSERT(target == GL_TEXTURE_2D);
+
+ GLenum sizedInternalFormat = gl::GetSizedInternalFormat(format, GL_UNSIGNED_BYTE);
+ redefineImage(level, sizedInternalFormat, width, height);
+
if (!mImageArray[level]->isRenderableFormat())
{
mImageArray[level]->copy(0, 0, 0, x, y, width, height, source);
@@ -390,6 +405,8 @@ void TextureD3D_2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsi
void TextureD3D_2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{
+ ASSERT(target == GL_TEXTURE_2D && zoffset == 0);
+
// can only make our texture storage to a render target if level 0 is defined (with a width & height) and
// the current level we're copying to is defined (with appropriate format, width & height)
bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
@@ -420,8 +437,10 @@ void TextureD3D_2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLin
}
}
-void TextureD3D_2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
+void TextureD3D_2D::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
+ ASSERT(target == GL_TEXTURE_2D && depth == 1);
+
for (int level = 0; level < levels; level++)
{
GLsizei levelWidth = std::max(1, width >> level);
@@ -538,7 +557,14 @@ void TextureD3D_2D::releaseTexImage()
void TextureD3D_2D::generateMipmaps()
{
+ // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
int levelCount = mipLevels();
+ for (int level = 1; level < levelCount; level++)
+ {
+ redefineImage(level, getBaseLevelInternalFormat(),
+ std::max(getBaseLevelWidth() >> level, 1),
+ std::max(getBaseLevelHeight() >> level, 1));
+ }
if (mTexStorage && mTexStorage->isRenderTarget())
{
@@ -558,13 +584,16 @@ void TextureD3D_2D::generateMipmaps()
}
}
-unsigned int TextureD3D_2D::getRenderTargetSerial(GLint level)
+unsigned int TextureD3D_2D::getRenderTargetSerial(GLint level, GLint layer)
{
+ ASSERT(layer == 0);
return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level) : 0);
}
-RenderTarget *TextureD3D_2D::getRenderTarget(GLint level)
+RenderTarget *TextureD3D_2D::getRenderTarget(GLint level, GLint layer)
{
+ ASSERT(layer == 0);
+
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
@@ -582,8 +611,10 @@ RenderTarget *TextureD3D_2D::getRenderTarget(GLint level)
return mTexStorage->getRenderTarget(level);
}
-RenderTarget *TextureD3D_2D::getDepthSencil(GLint level)
+RenderTarget *TextureD3D_2D::getDepthStencil(GLint level, GLint layer)
{
+ ASSERT(layer == 0);
+
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
@@ -866,32 +897,37 @@ TextureStorageInterface *TextureD3D_Cube::getNativeTexture()
return storage;
}
-Image *TextureD3D_Cube::getImage(GLenum target, int level) const
+Image *TextureD3D_Cube::getImage(int level, int layer) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
- return mImageArray[targetToIndex(target)][level];
+ ASSERT(layer < 6);
+ return mImageArray[layer][level];
}
-void TextureD3D_Cube::setUsage(GLenum usage)
+GLsizei TextureD3D_Cube::getLayerCount(int level) const
{
- mUsage = usage;
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return 6;
}
-GLenum TextureD3D_Cube::getInternalFormat(GLenum target, GLint level) const
+GLenum TextureD3D_Cube::getInternalFormat(GLint level, GLint layer) const
{
if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
- return mImageArray[targetToIndex(target)][level]->getInternalFormat();
+ return mImageArray[layer][level]->getInternalFormat();
else
return GL_NONE;
}
-bool TextureD3D_Cube::isDepth(GLenum target, GLint level) const
+bool TextureD3D_Cube::isDepth(GLint level, GLint layer) const
{
- return gl::GetInternalFormatInfo(getInternalFormat(target, level)).depthBits > 0;
+ return gl::GetInternalFormatInfo(getInternalFormat(level, layer)).depthBits > 0;
}
-void TextureD3D_Cube::setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+void TextureD3D_Cube::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{
+ ASSERT(depth == 1);
+
+ int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
redefineImage(faceIndex, level, sizedInternalFormat, width, height);
@@ -899,27 +935,36 @@ void TextureD3D_Cube::setImage(int faceIndex, GLint level, GLsizei width, GLsize
TextureD3D::setImage(unpack, type, pixels, mImageArray[faceIndex][level]);
}
-void TextureD3D_Cube::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
+void TextureD3D_Cube::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
{
+ ASSERT(depth == 1);
+
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
- int faceIndex = targetToIndex(target);
+ int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
+
redefineImage(faceIndex, level, format, width, height);
TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[faceIndex][level]);
}
-void TextureD3D_Cube::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+void TextureD3D_Cube::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{
- int faceIndex = targetToIndex(target);
+ ASSERT(depth == 1 && zoffset == 0);
+
+ int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
+
if (TextureD3D::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[faceIndex][level]))
{
commitRect(faceIndex, level, xoffset, yoffset, width, height);
}
}
-void TextureD3D_Cube::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
+void TextureD3D_Cube::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
{
- int faceIndex = targetToIndex(target);
+ ASSERT(depth == 1 && zoffset == 0);
+
+ int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
+
if (TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[faceIndex][level]))
{
commitRect(faceIndex, level, xoffset, yoffset, width, height);
@@ -928,7 +973,7 @@ void TextureD3D_Cube::subImageCompressed(GLenum target, GLint level, GLint xoffs
void TextureD3D_Cube::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{
- int faceIndex = targetToIndex(target);
+ int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
GLenum sizedInternalFormat = gl::GetSizedInternalFormat(format, GL_UNSIGNED_BYTE);
redefineImage(faceIndex, level, sizedInternalFormat, width, height);
@@ -960,7 +1005,7 @@ void TextureD3D_Cube::copyImage(GLenum target, GLint level, GLenum format, GLint
void TextureD3D_Cube::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{
- int faceIndex = targetToIndex(target);
+ int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
// We can only make our texture storage to a render target if the level we're copying *to* is complete
// and the base level is cube-complete. The base level must be cube complete (common case) because we cannot
@@ -992,11 +1037,14 @@ void TextureD3D_Cube::copySubImage(GLenum target, GLint level, GLint xoffset, GL
}
}
-void TextureD3D_Cube::storage(GLsizei levels, GLenum internalformat, GLsizei size)
+void TextureD3D_Cube::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
+ ASSERT(width == height);
+ ASSERT(depth == 1);
+
for (int level = 0; level < levels; level++)
{
- GLsizei mipSize = std::max(1, size >> level);
+ GLsizei mipSize = std::max(1, width >> level);
for (int faceIndex = 0; faceIndex < 6; faceIndex++)
{
mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, internalformat, mipSize, mipSize, 1, true);
@@ -1013,7 +1061,7 @@ void TextureD3D_Cube::storage(GLsizei levels, GLenum internalformat, GLsizei siz
mImmutable = true;
- setCompleteTexStorage(new TextureStorageInterfaceCube(mRenderer, internalformat, IsRenderTargetUsage(mUsage), size, levels));
+ setCompleteTexStorage(new TextureStorageInterfaceCube(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, levels));
}
bool TextureD3D_Cube::isSamplerComplete(const gl::SamplerState &samplerState) const
@@ -1023,7 +1071,7 @@ bool TextureD3D_Cube::isSamplerComplete(const gl::SamplerState &samplerState) co
bool mipmapping = IsMipmapFiltered(samplerState);
// TODO(geofflang): use context's texture caps
- if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0)).filterable)
+ if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(0, 0)).filterable)
{
if (samplerState.magFilter != GL_NEAREST ||
(samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
@@ -1123,13 +1171,15 @@ void TextureD3D_Cube::generateMipmaps()
}
}
-unsigned int TextureD3D_Cube::getRenderTargetSerial(GLenum target, GLint level)
+unsigned int TextureD3D_Cube::getRenderTargetSerial(GLint level, GLint layer)
{
+ GLenum target = gl::TextureCubeMap::layerIndexToTarget(layer);
return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(target, level) : 0);
}
-RenderTarget *TextureD3D_Cube::getRenderTarget(GLenum target, GLint level)
+RenderTarget *TextureD3D_Cube::getRenderTarget(GLint level, GLint layer)
{
+ GLenum target = gl::TextureCubeMap::layerIndexToTarget(layer);
ASSERT(gl::IsCubemapTextureTarget(target));
// ensure the underlying texture is created
@@ -1138,10 +1188,10 @@ RenderTarget *TextureD3D_Cube::getRenderTarget(GLenum target, GLint level)
return NULL;
}
- updateStorageFaceLevel(targetToIndex(target), level);
+ updateStorageFaceLevel(layer, level);
// ensure this is NOT a depth texture
- if (isDepth(target, level))
+ if (isDepth(level, layer))
{
return NULL;
}
@@ -1149,8 +1199,9 @@ RenderTarget *TextureD3D_Cube::getRenderTarget(GLenum target, GLint level)
return mTexStorage->getRenderTarget(target, level);
}
-RenderTarget *TextureD3D_Cube::getDepthStencil(GLenum target, GLint level)
+RenderTarget *TextureD3D_Cube::getDepthStencil(GLint level, GLint layer)
{
+ GLenum target = gl::TextureCubeMap::layerIndexToTarget(layer);
ASSERT(gl::IsCubemapTextureTarget(target));
// ensure the underlying texture is created
@@ -1159,10 +1210,10 @@ RenderTarget *TextureD3D_Cube::getDepthStencil(GLenum target, GLint level)
return NULL;
}
- updateStorageFaceLevel(targetToIndex(target), level);
+ updateStorageFaceLevel(layer, level);
// ensure this is a depth texture
- if (!isDepth(target, level))
+ if (!isDepth(level, layer))
{
return NULL;
}
@@ -1170,17 +1221,6 @@ RenderTarget *TextureD3D_Cube::getDepthStencil(GLenum target, GLint level)
return mTexStorage->getRenderTarget(target, level);
}
-int TextureD3D_Cube::targetToIndex(GLenum target)
-{
- META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1);
- META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2);
- META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3);
- META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4);
- META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5);
-
- return target - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
-}
-
void TextureD3D_Cube::initializeStorage(bool renderTarget)
{
// Only initialize the first time this texture is used as a render target or shader resource
@@ -1457,15 +1497,17 @@ TextureStorageInterface *TextureD3D_3D::getNativeTexture()
return storage;
}
-Image *TextureD3D_3D::getImage(int level) const
+Image *TextureD3D_3D::getImage(int level, int layer) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(layer == 0);
return mImageArray[level];
}
-void TextureD3D_3D::setUsage(GLenum usage)
+GLsizei TextureD3D_3D::getLayerCount(int level) const
{
- mUsage = usage;
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return 1;
}
GLsizei TextureD3D_3D::getWidth(GLint level) const
@@ -1505,8 +1547,9 @@ bool TextureD3D_3D::isDepth(GLint level) const
return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
}
-void TextureD3D_3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+void TextureD3D_3D::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{
+ ASSERT(target == GL_TEXTURE_3D);
GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
redefineImage(level, sizedInternalFormat, width, height, depth);
@@ -1535,16 +1578,20 @@ void TextureD3D_3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei
}
}
-void TextureD3D_3D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
+void TextureD3D_3D::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
{
+ ASSERT(target == GL_TEXTURE_3D);
+
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
redefineImage(level, format, width, height, depth);
TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]);
}
-void TextureD3D_3D::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+void TextureD3D_3D::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{
+ ASSERT(target == GL_TEXTURE_3D);
+
bool fastUnpacked = false;
// Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
@@ -1568,16 +1615,25 @@ void TextureD3D_3D::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zo
}
}
-void TextureD3D_3D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
+void TextureD3D_3D::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
{
+ ASSERT(target == GL_TEXTURE_3D);
+
if (TextureD3D::subImageCompressed(xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels, mImageArray[level]))
{
commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
}
}
+void TextureD3D_3D::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+ UNIMPLEMENTED();
+}
+
void TextureD3D_3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{
+ ASSERT(target == GL_TEXTURE_3D);
+
// can only make our texture storage to a render target if level 0 is defined (with a width & height) and
// the current level we're copying to is defined (with appropriate format, width & height)
bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
@@ -1608,8 +1664,10 @@ void TextureD3D_3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLin
}
}
-void TextureD3D_3D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+void TextureD3D_3D::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
+ ASSERT(target == GL_TEXTURE_3D);
+
for (int level = 0; level < levels; level++)
{
GLsizei levelWidth = std::max(1, width >> level);
@@ -2018,11 +2076,6 @@ GLsizei TextureD3D_2DArray::getLayerCount(int level) const
return mLayerCounts[level];
}
-void TextureD3D_2DArray::setUsage(GLenum usage)
-{
- mUsage = usage;
-}
-
GLsizei TextureD3D_2DArray::getWidth(GLint level) const
{
return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getWidth() : 0;
@@ -2048,8 +2101,10 @@ bool TextureD3D_2DArray::isDepth(GLint level) const
return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
}
-void TextureD3D_2DArray::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+void TextureD3D_2DArray::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{
+ ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
redefineImage(level, sizedInternalFormat, width, height, depth);
@@ -2064,8 +2119,10 @@ void TextureD3D_2DArray::setImage(GLint level, GLsizei width, GLsizei height, GL
}
}
-void TextureD3D_2DArray::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
+void TextureD3D_2DArray::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
{
+ ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
redefineImage(level, format, width, height, depth);
@@ -2079,8 +2136,10 @@ void TextureD3D_2DArray::setCompressedImage(GLint level, GLenum format, GLsizei
}
}
-void TextureD3D_2DArray::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+void TextureD3D_2DArray::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{
+ ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(getInternalFormat(level));
GLsizei inputDepthPitch = formatInfo.computeDepthPitch(type, width, height, unpack.alignment);
@@ -2096,8 +2155,10 @@ void TextureD3D_2DArray::subImage(GLint level, GLint xoffset, GLint yoffset, GLi
}
}
-void TextureD3D_2DArray::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
+void TextureD3D_2DArray::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
{
+ ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(format);
GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, width, height, 1);
@@ -2113,8 +2174,15 @@ void TextureD3D_2DArray::subImageCompressed(GLint level, GLint xoffset, GLint yo
}
}
+void TextureD3D_2DArray::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+ UNIMPLEMENTED();
+}
+
void TextureD3D_2DArray::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{
+ ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
// can only make our texture storage to a render target if level 0 is defined (with a width & height) and
// the current level we're copying to is defined (with appropriate format, width & height)
bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
@@ -2144,8 +2212,10 @@ void TextureD3D_2DArray::copySubImage(GLenum target, GLint level, GLint xoffset,
}
}
-void TextureD3D_2DArray::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+void TextureD3D_2DArray::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
+ ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
deleteImages();
for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
diff --git a/src/libGLESv2/renderer/d3d/TextureD3D.h b/src/libGLESv2/renderer/d3d/TextureD3D.h
index bdaca446..626316ab 100644
--- a/src/libGLESv2/renderer/d3d/TextureD3D.h
+++ b/src/libGLESv2/renderer/d3d/TextureD3D.h
@@ -32,22 +32,18 @@ class TextureStorageInterface2DArray;
bool IsMipmapFiltered(const gl::SamplerState &samplerState);
-class TextureD3D : public TextureImpl
+class TextureD3D
{
public:
TextureD3D(Renderer *renderer);
virtual ~TextureD3D();
- static TextureD3D *makeTextureD3D(TextureImpl *texture);
-
GLint getBaseLevelWidth() const;
GLint getBaseLevelHeight() const;
GLint getBaseLevelDepth() const;
GLenum getBaseLevelInternalFormat() const;
- bool hasDirtyImages() const { return mDirtyImages; }
bool isImmutable() const { return mImmutable; }
- void resetDirty() { mDirtyImages = false; }
protected:
void setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, Image *image);
@@ -88,9 +84,12 @@ class TextureD3D_2D : public Texture2DImpl, public TextureD3D
virtual TextureStorageInterface *getNativeTexture();
- virtual Image *getImage(int level) const;
+ virtual Image *getImage(int level, int layer) const;
+ virtual GLsizei getLayerCount(int level) const;
- virtual void setUsage(GLenum usage);
+ virtual bool hasDirtyImages() const { return mDirtyImages; }
+ virtual void resetDirty() { mDirtyImages = false; }
+ virtual void setUsage(GLenum usage) { mUsage = usage; }
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
@@ -98,13 +97,13 @@ class TextureD3D_2D : public Texture2DImpl, public TextureD3D
GLenum getActualFormat(GLint level) const;
bool isDepth(GLint level) const;
- virtual void setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
- virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels);
- virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
- virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels);
- virtual void copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
+ virtual void setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
+ virtual void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
+ virtual void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
- virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
+ virtual void storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
virtual void bindTexImage(egl::Surface *surface);
@@ -112,10 +111,10 @@ class TextureD3D_2D : public Texture2DImpl, public TextureD3D
virtual void generateMipmaps();
- virtual unsigned int getRenderTargetSerial(GLint level);
+ virtual unsigned int getRenderTargetSerial(GLint level, GLint layer);
- virtual RenderTarget *getRenderTarget(GLint level);
- virtual RenderTarget *getDepthSencil(GLint level);
+ virtual RenderTarget *getRenderTarget(GLint level, GLint layer);
+ virtual RenderTarget *getDepthStencil(GLint level, GLint layer);
private:
DISALLOW_COPY_AND_ASSIGN(TextureD3D_2D);
@@ -135,7 +134,7 @@ class TextureD3D_2D : public Texture2DImpl, public TextureD3D
void updateStorageLevel(int level);
- virtual void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height);
+ void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height);
void commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
TextureStorageInterface2D *mTexStorage;
@@ -152,32 +151,33 @@ class TextureD3D_Cube : public TextureCubeImpl, public TextureD3D
virtual TextureStorageInterface *getNativeTexture();
- virtual Image *getImage(GLenum target, int level) const;
+ virtual Image *getImage(int level, int layer) const;
+ virtual GLsizei getLayerCount(int level) const;
- virtual void setUsage(GLenum usage);
+ virtual bool hasDirtyImages() const { return mDirtyImages; }
+ virtual void resetDirty() { mDirtyImages = false; }
+ virtual void setUsage(GLenum usage) { mUsage = usage; }
- GLenum getInternalFormat(GLenum target, GLint level) const;
- bool isDepth(GLenum target, GLint level) const;
+ GLenum getInternalFormat(GLint level, GLint layer) const;
+ bool isDepth(GLint level, GLint layer) const;
- virtual void setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
- virtual void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels);
- virtual void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
- virtual void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels);
+ virtual void setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
+ virtual void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
virtual void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
- virtual void storage(GLsizei levels, GLenum internalformat, GLsizei size);
+ virtual void storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
virtual bool isCubeComplete() const;
virtual void generateMipmaps();
- virtual unsigned int getRenderTargetSerial(GLenum target, GLint level);
-
- virtual RenderTarget *getRenderTarget(GLenum target, GLint level);
- virtual RenderTarget *getDepthStencil(GLenum target, GLint level);
+ virtual unsigned int getRenderTargetSerial(GLint level, GLint layer);
- static int targetToIndex(GLenum target);
+ virtual RenderTarget *getRenderTarget(GLint level, GLint layer);
+ virtual RenderTarget *getDepthStencil(GLint level, GLint layer);
private:
DISALLOW_COPY_AND_ASSIGN(TextureD3D_Cube);
@@ -214,9 +214,12 @@ class TextureD3D_3D : public Texture3DImpl, public TextureD3D
virtual TextureStorageInterface *getNativeTexture();
- virtual Image *getImage(int level) const;
+ virtual Image *getImage(int level, int layer) const;
+ virtual GLsizei getLayerCount(int level) const;
- virtual void setUsage(GLenum usage);
+ virtual bool hasDirtyImages() const { return mDirtyImages; }
+ virtual void resetDirty() { mDirtyImages = false; }
+ virtual void setUsage(GLenum usage) { mUsage = usage; }
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
@@ -224,12 +227,13 @@ class TextureD3D_3D : public Texture3DImpl, public TextureD3D
GLenum getInternalFormat(GLint level) const;
bool isDepth(GLint level) const;
- virtual void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
- virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
- virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
- virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
+ virtual void setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
+ virtual void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
+ virtual void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
- virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+ virtual void storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
@@ -279,7 +283,9 @@ class TextureD3D_2DArray : public Texture2DArrayImpl, public TextureD3D
virtual Image *getImage(int level, int layer) const;
virtual GLsizei getLayerCount(int level) const;
- virtual void setUsage(GLenum usage);
+ virtual bool hasDirtyImages() const { return mDirtyImages; }
+ virtual void resetDirty() { mDirtyImages = false; }
+ virtual void setUsage(GLenum usage) { mUsage = usage; }
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
@@ -287,12 +293,13 @@ class TextureD3D_2DArray : public Texture2DArrayImpl, public TextureD3D
GLenum getInternalFormat(GLint level) const;
bool isDepth(GLint level) const;
- virtual void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
- virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
- virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
- virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
+ virtual void setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
+ virtual void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
+ virtual void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
- virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+ virtual void storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
diff --git a/src/libGLESv2/renderer/d3d/TextureStorage.cpp b/src/libGLESv2/renderer/d3d/TextureStorage.cpp
index 84658698..be82d33e 100644
--- a/src/libGLESv2/renderer/d3d/TextureStorage.cpp
+++ b/src/libGLESv2/renderer/d3d/TextureStorage.cpp
@@ -117,7 +117,7 @@ void TextureStorageInterfaceCube::generateMipmap(int faceIndex, int level)
unsigned int TextureStorageInterfaceCube::getRenderTargetSerial(GLenum target, GLint level) const
{
- return mFirstRenderTargetSerial + (level * 6) + TextureD3D_Cube::targetToIndex(target);
+ return mFirstRenderTargetSerial + (level * 6) + gl::TextureCubeMap::targetToLayerIndex(target);
}
TextureStorageInterface3D::TextureStorageInterface3D(Renderer *renderer, GLenum internalformat, bool renderTarget,
diff --git a/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp b/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
index 2d0f6b50..8baac11a 100644
--- a/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
+++ b/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
@@ -473,7 +473,9 @@ void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *textur
if (texture)
{
- TextureStorageInterface *texStorage = texture->getNativeTexture();
+ TextureImpl* textureImpl = texture->getImplementation();
+
+ TextureStorageInterface *texStorage = textureImpl->getNativeTexture();
if (texStorage)
{
TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
@@ -486,7 +488,6 @@ void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *textur
// missing the shader resource view
ASSERT(textureSRV != NULL);
- TextureD3D* textureImpl = TextureD3D::makeTextureD3D(texture->getImplementation());
forceSetTexture = textureImpl->hasDirtyImages();
textureImpl->resetDirty();
}
diff --git a/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp b/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp
index cb54de19..fb29c3a5 100644
--- a/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp
+++ b/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp
@@ -778,7 +778,7 @@ RenderTarget *TextureStorage11_Cube::getRenderTargetFace(GLenum faceTarget, int
{
if (level >= 0 && level < getLevelCount())
{
- int faceIndex = TextureD3D_Cube::targetToIndex(faceTarget);
+ int faceIndex = gl::TextureCubeMap::targetToLayerIndex(faceTarget);
if (!mRenderTarget[faceIndex][level])
{
ID3D11Device *device = mRenderer->getDevice();
diff --git a/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp b/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp
index ae930b01..5959fca7 100644
--- a/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp
+++ b/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp
@@ -661,7 +661,9 @@ void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture
if (texture)
{
- TextureStorageInterface *texStorage = texture->getNativeTexture();
+ TextureImpl* textureImpl = texture->getImplementation();
+
+ TextureStorageInterface *texStorage = textureImpl->getNativeTexture();
if (texStorage)
{
TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
@@ -671,8 +673,6 @@ void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture
// in the texture class and we're unexpectedly missing the d3d texture
ASSERT(d3dTexture != NULL);
- TextureD3D* textureImpl = TextureD3D::makeTextureD3D(texture->getImplementation());
-
serial = texture->getTextureSerial();
forceSetTexture = textureImpl->hasDirtyImages();
textureImpl->resetDirty();
diff --git a/src/libGLESv2/renderer/d3d/d3d9/TextureStorage9.cpp b/src/libGLESv2/renderer/d3d/d3d9/TextureStorage9.cpp
index a18228a7..9065bc60 100644
--- a/src/libGLESv2/renderer/d3d/d3d9/TextureStorage9.cpp
+++ b/src/libGLESv2/renderer/d3d/d3d9/TextureStorage9.cpp
@@ -266,7 +266,7 @@ IDirect3DSurface9 *TextureStorage9_Cube::getCubeMapSurface(GLenum faceTarget, in
RenderTarget *TextureStorage9_Cube::getRenderTargetFace(GLenum faceTarget, int level)
{
- return mRenderTarget[TextureD3D_Cube::targetToIndex(faceTarget)];
+ return mRenderTarget[gl::TextureCubeMap::targetToLayerIndex(faceTarget)];
}
void TextureStorage9_Cube::generateMipmap(int faceIndex, int level)