/*
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.
*/
#include "GrGLTexture.h"
#include "GrGpuGL.h"
#define GPUGL static_cast<GrGpuGL*>(getGpu())
GrGLRenderTarget::GrGLRenderTarget(GrGpuGL* gpu,
const GLRenderTargetIDs& ids,
GrGLTexID* texID,
GrGLuint stencilBits,
bool isMultisampled,
const GrGLIRect& viewport,
GrGLTexture* texture)
: INHERITED(gpu, texture, viewport.fWidth,
viewport.fHeight, stencilBits, isMultisampled) {
fRTFBOID = ids.fRTFBOID;
fTexFBOID = ids.fTexFBOID;
fStencilRenderbufferID = ids.fStencilRenderbufferID;
fMSColorRenderbufferID = ids.fMSColorRenderbufferID;
fViewport = viewport;
fOwnIDs = ids.fOwnIDs;
fTexIDObj = texID;
GrSafeRef(fTexIDObj);
}
void GrGLRenderTarget::onRelease() {
if (fOwnIDs) {
if (fTexFBOID) {
GPUGL->notifyRenderTargetDelete(this);
GR_GL(DeleteFramebuffers(1, &fTexFBOID));
}
if (fRTFBOID && fRTFBOID != fTexFBOID) {
GR_GL(DeleteFramebuffers(1, &fRTFBOID));
}
if (fStencilRenderbufferID) {
GR_GL(DeleteRenderbuffers(1, &fStencilRenderbufferID));
}
if (fMSColorRenderbufferID) {
GR_GL(DeleteRenderbuffers(1, &fMSColorRenderbufferID));
}
}
fRTFBOID = 0;
fTexFBOID = 0;
fStencilRenderbufferID = 0;
fMSColorRenderbufferID = 0;
GrSafeUnref(fTexIDObj);
fTexIDObj = NULL;
}
void GrGLRenderTarget::onAbandon() {
fRTFBOID = 0;
fTexFBOID = 0;
fStencilRenderbufferID = 0;
fMSColorRenderbufferID = 0;
if (NULL != fTexIDObj) {
fTexIDObj->abandon();
fTexIDObj = NULL;
}
}
////////////////////////////////////////////////////////////////////////////////
const GrGLenum* GrGLTexture::WrapMode2GLWrap() {
static const GrGLenum mirrorRepeatModes[] = {
GR_GL_CLAMP_TO_EDGE,
GR_GL_REPEAT,
GR_GL_MIRRORED_REPEAT
};
static const GrGLenum repeatModes[] = {
GR_GL_CLAMP_TO_EDGE,
GR_GL_REPEAT,
GR_GL_REPEAT
};
if (GR_GL_SUPPORT_ES1 && !GR_GL_SUPPORT_ES2) {
return repeatModes; // GL_MIRRORED_REPEAT not supported.
} else {
return mirrorRepeatModes;
}
};
GrGLTexture::GrGLTexture(GrGpuGL* gpu,
const GLTextureDesc& textureDesc,
const GLRenderTargetIDs& rtIDs,
const TexParams& initialTexParams)
: INHERITED(gpu,
textureDesc.fContentWidth,
textureDesc.fContentHeight,
textureDesc.fFormat) {
fTexParams = initialTexParams;
fTexIDObj = new GrGLTexID(textureDesc.fTextureID,
textureDesc.fOwnsID);
fUploadFormat = textureDesc.fUploadFormat;
fUploadByteCount = textureDesc.fUploadByteCount;
fUploadType = textureDesc.fUploadType;
fOrientation = textureDesc.fOrientation;
fAllocWidth = textureDesc.fAllocWidth;
fAllocHeight = textureDesc.fAllocHeight;
fScaleX = GrIntToScalar(textureDesc.fContentWidth) /
textureDesc.fAllocWidth;
fScaleY = GrIntToScalar(textureDesc.fContentHeight) /
textureDesc.fAllocHeight;
GrAssert(0 != textureDesc.fTextureID);
if (rtIDs.fTexFBOID) {
// we render to the top left
GrGLIRect vp;
vp.fLeft = 0;
vp.fWidth = textureDesc.fContentWidth;
vp.fHeight = textureDesc.fContentHeight;
vp.fBottom = textureDesc.fAllocHeight - textureDesc.fContentHeight;
fRenderTarget = new GrGLRenderTarget(gpu, rtIDs, fTexIDObj,
textureDesc.fStencilBits,
rtIDs.fRTFBOID != rtIDs.fTexFBOID,
vp, this);
}
}
void GrGLTexture::onRelease() {
INHERITED::onRelease();
if (NULL != fTexIDObj) {
GPUGL->notifyTextureDelete(this);
fTexIDObj->unref();
fTexIDObj = NULL;
}
}
void GrGLTexture::onAbandon() {
INHERITED::onAbandon();
if (NULL != fTexIDObj) {
fTexIDObj->abandon();
}
}
void GrGLTexture::uploadTextureData(uint32_t x,
uint32_t y,
uint32_t width,
uint32_t height,
const void* srcData) {
GPUGL->setSpareTextureUnit();
// glCompressedTexSubImage2D doesn't support any formats
// (at least without extensions)
GrAssert(fUploadFormat != GR_GL_PALETTE8_RGBA8);
// If we need to update textures that are created upside down
// then we have to modify this code to flip the srcData
GrAssert(kTopDown_Orientation == fOrientation);
GR_GL(BindTexture(GR_GL_TEXTURE_2D, fTexIDObj->id()));
GR_GL(PixelStorei(GR_GL_UNPACK_ALIGNMENT, fUploadByteCount));
GR_GL(TexSubImage2D(GR_GL_TEXTURE_2D, 0, x, y, width, height,
fUploadFormat, fUploadType, srcData));
}
intptr_t GrGLTexture::getTextureHandle() {
return fTexIDObj->id();
}