Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
// TOGL CODE LICENSE
//
// Copyright 2011-2014 Valve Corporation
// All Rights Reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
// cglmtex.h
// GLMgr textures
//
//===============================================================================
#ifndef CGLMTEX_H
#define CGLMTEX_H
#pragma once
#ifdef OSX
#include "glmgrbasics.h"
#endif
#include "tier1/utlhash.h"
#include "tier1/utlmap.h"
//===============================================================================
// forward declarations
class GLMContext;
class GLMTester;
class CGLMTexLayoutTable;
class CGLMTex;
class CGLMFBO;
struct IDirect3DSurface9;
#if GLMDEBUG
extern CGLMTex *g_pFirstCGMLTex;
#endif
// For GL_EXT_texture_sRGB_decode
#ifndef GL_TEXTURE_SRGB_DECODE_EXT
#define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48
#endif
#ifndef GL_DECODE_EXT
#define GL_DECODE_EXT 0x8A49
#endif
#ifndef GL_SKIP_DECODE_EXT
#define GL_SKIP_DECODE_EXT 0x8A4A
#endif
//===============================================================================
struct GLMTexFormatDesc
{
const char *m_formatSummary; // for debug visibility
D3DFORMAT m_d3dFormat; // what D3D knows it as; see public/bitmap/imageformat.h
GLenum m_glIntFormat; // GL internal format
GLenum m_glIntFormatSRGB; // internal format if SRGB flavor
GLenum m_glDataFormat; // GL data format
GLenum m_glDataType; // GL data type
int m_chunkSize; // 1 or 4 - 4 is used for compressed textures
int m_bytesPerSquareChunk; // how many bytes for the smallest quantum (m_chunkSize x m_chunkSize)
// this description lets us calculate size cleanly without conditional logic for compression
};
const GLMTexFormatDesc *GetFormatDesc( D3DFORMAT format );
//===============================================================================
// utility function for generating slabs of texels. mostly for test.
typedef struct
{
// in
D3DFORMAT m_format;
void *m_dest; // dest address
int m_chunkCount; // square chunk count (single texels or compressed blocks)
int m_byteCountLimit; // caller expectation of max number of bytes to write out
float r,g,b,a; // color desired
// out
int m_bytesWritten;
} GLMGenTexelParams;
// return true if successful
bool GLMGenTexels( GLMGenTexelParams *params );
//===============================================================================
struct GLMTexLayoutSlice
{
int m_xSize,m_ySize,m_zSize; //texel dimensions of this slice
int m_storageOffset; //where in the storage slab does this slice live
int m_storageSize; //how much storage does this slice occupy
};
enum EGLMTexFlags
{
kGLMTexMipped = 0x01,
kGLMTexMippedAuto = 0x02,
kGLMTexRenderable = 0x04,
kGLMTexIsStencil = 0x08,
kGLMTexIsDepth = 0x10,
kGLMTexSRGB = 0x20,
kGLMTexMultisampled = 0x40, // has an RBO backing it. Cannot combine with Mipped, MippedAuto. One slice maximum, only targeting GL_TEXTURE_2D.
// actually not 100% positive on the mipmapping, the RBO itself can't be mipped, but the resulting texture could
// have mipmaps generated.
};
//===============================================================================
struct GLMTexLayoutKey
{
// input values: held const, these are the hash key for the form map
GLenum m_texGLTarget; // flavor of texture: GL_TEXTURE_2D, GL_TEXTURE_3D, GLTEXTURE_CUBE_MAP
D3DFORMAT m_texFormat; // D3D texel format
unsigned long m_texFlags; // mipped, autogen mips, render target, ... ?
unsigned long m_texSamples; // zero for a plain tex, 2/4/6/8 for "MSAA tex" (RBO backed)
int m_xSize,m_ySize,m_zSize; // size of base mip
};
bool LessFunc_GLMTexLayoutKey( const GLMTexLayoutKey &a, const GLMTexLayoutKey &b );
#define GLM_TEX_MAX_MIPS 14
#define GLM_TEX_MAX_FACES 6
#define GLM_TEX_MAX_SLICES (GLM_TEX_MAX_MIPS * GLM_TEX_MAX_FACES)
#pragma warning( push )
#pragma warning( disable : 4200 )
struct GLMTexLayout
{
char *m_layoutSummary; // for debug visibility
// const inputs used for hashing
GLMTexLayoutKey m_key;
// refcount
int m_refCount;
// derived values:
GLMTexFormatDesc *m_format; // format specific info
int m_mipCount; // derived by starying at base size and working down towards 1x1
int m_faceCount; // 1 for 2d/3d, 6 for cubemap
int m_sliceCount; // product of faces and mips
int m_storageTotalSize; // size of storage slab required
// slice array
GLMTexLayoutSlice m_slices[0]; // dynamically allocated 2-d array [faces][mips]
};
#pragma warning( pop )
class CGLMTexLayoutTable
{
public:
CGLMTexLayoutTable();
GLMTexLayout *NewLayoutRef( GLMTexLayoutKey *pDesiredKey ); // pass in a pointer to layout key - receive ptr to completed layout
void DelLayoutRef( GLMTexLayout *layout ); // pass in pointer to completed layout. refcount is dropped.
void DumpStats( void );
protected:
CUtlMap< GLMTexLayoutKey, GLMTexLayout* > m_layoutMap;
};
//===============================================================================
// a sampler specifies desired state for drawing on a given sampler index
// this is the combination of a texture choice and a set of sampler parameters
// see http://msdn.microsoft.com/en-us/library/bb172602(VS.85).aspx
struct GLMTexLockParams
{
// input params which identify the slice of interest
CGLMTex *m_tex;
int m_face;
int m_mip;
// identifies the region of the slice
GLMRegion m_region;
// tells GLM to force re-read of the texels back from GL
// i.e. "I know I stepped on those texels with a draw or blit - the GLM copy is stale"
bool m_readback;
};
struct GLMTexLockDesc
{
GLMTexLockParams m_req; // form of the lock request
bool m_active; // set true at lock time. cleared at unlock time.
int m_sliceIndex; // which slice in the layout
int m_sliceBaseOffset; // where is that in the texture data
int m_sliceRegionOffset; // offset to the start (lowest address corner) of the region requested
};
//===============================================================================
#define GLM_SAMPLER_COUNT 16
#define GLM_MAX_PIXEL_TEX_SAMPLERS 16
#define GLM_MAX_VERTEX_TEX_SAMPLERS 0
typedef CBitVec<GLM_SAMPLER_COUNT> CTexBindMask;
enum EGLMTexSliceFlag
{
kSliceValid = 0x01, // slice has been teximage'd in whole at least once - set to 0 initially
kSliceStorageValid = 0x02, // if backing store is available, this slice's data is a valid copy - set to 0 initially
kSliceLocked = 0x04, // are one or more locks outstanding on this slice
kSliceFullyDirty = 0x08, // does the slice need to be fully downloaded at unlock time (disregard dirty rects)
};
//===============================================================================
#define GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS (2)
#define GLM_PACKED_SAMPLER_PARAMS_MIN_FILTER_BITS (2)
#define GLM_PACKED_SAMPLER_PARAMS_MAG_FILTER_BITS (2)
#define GLM_PACKED_SAMPLER_PARAMS_MIP_FILTER_BITS (2)
#define GLM_PACKED_SAMPLER_PARAMS_MIN_LOD_BITS (4)
#define GLM_PACKED_SAMPLER_PARAMS_MAX_ANISO_BITS (5)
#define GLM_PACKED_SAMPLER_PARAMS_COMPARE_MODE_BITS (1)
#define GLM_PACKED_SAMPLER_PARAMS_SRGB_BITS (1)
struct GLMTexPackedSamplingParams
{
uint32 m_addressU : GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS;
uint32 m_addressV : GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS;
uint32 m_addressW : GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS;
uint32 m_minFilter : GLM_PACKED_SAMPLER_PARAMS_MIN_FILTER_BITS;
uint32 m_magFilter : GLM_PACKED_SAMPLER_PARAMS_MAG_FILTER_BITS;
uint32 m_mipFilter : GLM_PACKED_SAMPLER_PARAMS_MIP_FILTER_BITS;
uint32 m_minLOD : GLM_PACKED_SAMPLER_PARAMS_MIN_LOD_BITS;
uint32 m_maxAniso : GLM_PACKED_SAMPLER_PARAMS_MAX_ANISO_BITS;
uint32 m_compareMode : GLM_PACKED_SAMPLER_PARAMS_COMPARE_MODE_BITS;
uint32 m_srgb : GLM_PACKED_SAMPLER_PARAMS_SRGB_BITS;
uint32 m_isValid : 1;
};
struct GLMTexSamplingParams
{
union
{
GLMTexPackedSamplingParams m_packed;
uint32 m_bits;
};
uint32 m_borderColor;
float m_lodBias;
FORCEINLINE bool operator== (const GLMTexSamplingParams& rhs ) const
{
return ( m_bits == rhs.m_bits ) && ( m_borderColor == rhs.m_borderColor ) && ( m_lodBias == rhs.m_lodBias );
}
FORCEINLINE void SetToDefaults()
{
m_bits = 0;
m_borderColor = 0;
m_lodBias = 0.0f;
m_packed.m_addressU = D3DTADDRESS_WRAP;
m_packed.m_addressV = D3DTADDRESS_WRAP;
m_packed.m_addressW = D3DTADDRESS_WRAP;
m_packed.m_minFilter = D3DTEXF_POINT;
m_packed.m_magFilter = D3DTEXF_POINT;
m_packed.m_mipFilter = D3DTEXF_NONE;
m_packed.m_maxAniso = 1;
m_packed.m_compareMode = 0;
m_packed.m_isValid = true;
}
#ifndef OSX
FORCEINLINE void SetToSamplerObject( GLuint nSamplerObject ) const
{
static const GLenum dxtogl_addressMode[] = { GL_REPEAT, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER, (GLenum)-1 };
static const GLenum dxtogl_magFilter[4] = { GL_NEAREST, GL_NEAREST, GL_LINEAR, GL_LINEAR };
static const GLenum dxtogl_minFilter[4][4] = // indexed by _D3DTEXTUREFILTERTYPE on both axes: [row is min filter][col is mip filter].
{
/* min = D3DTEXF_NONE */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 }, // D3DTEXF_NONE we just treat like POINT
/* min = D3DTEXF_POINT */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 },
/* min = D3DTEXF_LINEAR */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 },
/* min = D3DTEXF_ANISOTROPIC */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 }, // no diff from prior row, set maxAniso to effect the sampling
};
gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_WRAP_S, dxtogl_addressMode[m_packed.m_addressU] );
gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_WRAP_T, dxtogl_addressMode[m_packed.m_addressV] );
gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_WRAP_R, dxtogl_addressMode[m_packed.m_addressW] );
gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_MIN_FILTER, dxtogl_minFilter[m_packed.m_minFilter][m_packed.m_mipFilter] );
gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_MAG_FILTER, dxtogl_magFilter[m_packed.m_magFilter] );
gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_packed.m_maxAniso );
float flBorderColor[4] = { 0, 0, 0, 0 };
if ( m_borderColor )
{
flBorderColor[0] = ((m_borderColor >> 16) & 0xFF) * (1.0f/255.0f); //R
flBorderColor[1] = ((m_borderColor >> 8) & 0xFF) * (1.0f/255.0f); //G
flBorderColor[2] = ((m_borderColor ) & 0xFF) * (1.0f/255.0f); //B
flBorderColor[3] = ((m_borderColor >> 24) & 0xFF) * (1.0f/255.0f); //A
}
gGL->glSamplerParameterfv( nSamplerObject, GL_TEXTURE_BORDER_COLOR, flBorderColor ); // <-- this crashes ATI's driver, remark it out
gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_MIN_LOD, m_packed.m_minLOD );
gGL->glSamplerParameterfv( nSamplerObject, GL_TEXTURE_LOD_BIAS, &m_lodBias );
gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_COMPARE_MODE_ARB, m_packed.m_compareMode ? GL_COMPARE_R_TO_TEXTURE_ARB : GL_NONE );
gGL->glSamplerParameterf( nSamplerObject, GL_TEXTURE_LOD_BIAS, m_lodBias );
if ( m_packed.m_compareMode )
{
gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL );
}
if ( gGL->m_bHave_GL_EXT_texture_sRGB_decode )
{
gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_SRGB_DECODE_EXT, m_packed.m_srgb ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT );
}
}
#endif // !OSX
inline void DeltaSetToTarget( GLenum target, const GLMTexSamplingParams &curState )
{
static const GLenum dxtogl_addressMode[] = { GL_REPEAT, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER, (GLenum)-1 };
static const GLenum dxtogl_magFilter[4] = { GL_NEAREST, GL_NEAREST, GL_LINEAR, GL_LINEAR };
static const GLenum dxtogl_minFilter[4][4] = // indexed by _D3DTEXTUREFILTERTYPE on both axes: [row is min filter][col is mip filter].
{
/* min = D3DTEXF_NONE */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 }, // D3DTEXF_NONE we just treat like POINT
/* min = D3DTEXF_POINT */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 },
/* min = D3DTEXF_LINEAR */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 },
/* min = D3DTEXF_ANISOTROPIC */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 }, // no diff from prior row, set maxAniso to effect the sampling
};
if ( m_packed.m_addressU != curState.m_packed.m_addressU )
{
gGL->glTexParameteri( target, GL_TEXTURE_WRAP_S, dxtogl_addressMode[m_packed.m_addressU] );
}
if ( m_packed.m_addressV != curState.m_packed.m_addressV )
{
gGL->glTexParameteri( target, GL_TEXTURE_WRAP_T, dxtogl_addressMode[m_packed.m_addressV] );
}
if ( m_packed.m_addressW != curState.m_packed.m_addressW )
{
gGL->glTexParameteri( target, GL_TEXTURE_WRAP_R, dxtogl_addressMode[m_packed.m_addressW] );
}
if ( ( m_packed.m_minFilter != curState.m_packed.m_minFilter ) ||
( m_packed.m_magFilter != curState.m_packed.m_magFilter ) ||
( m_packed.m_mipFilter != curState.m_packed.m_mipFilter ) ||
( m_packed.m_maxAniso != curState.m_packed.m_maxAniso ) )
{
gGL->glTexParameteri( target, GL_TEXTURE_MIN_FILTER, dxtogl_minFilter[m_packed.m_minFilter][m_packed.m_mipFilter] );
gGL->glTexParameteri( target, GL_TEXTURE_MAG_FILTER, dxtogl_magFilter[m_packed.m_magFilter] );
gGL->glTexParameteri( target, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_packed.m_maxAniso );
}
if ( m_borderColor != curState.m_borderColor )
{
float flBorderColor[4] = { 0, 0, 0, 0 };
if ( m_borderColor )
{
flBorderColor[0] = ((m_borderColor >> 16) & 0xFF) * (1.0f/255.0f); //R
flBorderColor[1] = ((m_borderColor >> 8) & 0xFF) * (1.0f/255.0f); //G
flBorderColor[2] = ((m_borderColor ) & 0xFF) * (1.0f/255.0f); //B
flBorderColor[3] = ((m_borderColor >> 24) & 0xFF) * (1.0f/255.0f); //A
}
gGL->glTexParameterfv( target, GL_TEXTURE_BORDER_COLOR, flBorderColor ); // <-- this crashes ATI's driver, remark it out
}
if ( m_packed.m_minLOD != curState.m_packed.m_minLOD )
{
gGL->glTexParameteri( target, GL_TEXTURE_MIN_LOD, m_packed.m_minLOD );
}
if ( m_lodBias != curState.m_lodBias )
{
// Could use TexParameterf instead, but we don't currently grab it. This works fine, too.
gGL->glTexParameterfv( target, GL_TEXTURE_LOD_BIAS, &m_lodBias );
}
if ( m_packed.m_compareMode != curState.m_packed.m_compareMode )
{
gGL->glTexParameteri( target, GL_TEXTURE_COMPARE_MODE_ARB, m_packed.m_compareMode ? GL_COMPARE_R_TO_TEXTURE_ARB : GL_NONE );
if ( m_packed.m_compareMode )
{
gGL->glTexParameteri( target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL );
}
}
if ( ( gGL->m_bHave_GL_EXT_texture_sRGB_decode ) && ( m_packed.m_srgb != curState.m_packed.m_srgb ) )
{
gGL->glTexParameteri( target, GL_TEXTURE_SRGB_DECODE_EXT, m_packed.m_srgb ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT );
}
}
inline void SetToTarget( GLenum target )
{
static const GLenum dxtogl_addressMode[] = { GL_REPEAT, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER, (GLenum)-1 };
static const GLenum dxtogl_magFilter[4] = { GL_NEAREST, GL_NEAREST, GL_LINEAR, GL_LINEAR };
static const GLenum dxtogl_minFilter[4][4] = // indexed by _D3DTEXTUREFILTERTYPE on both axes: [row is min filter][col is mip filter].
{
/* min = D3DTEXF_NONE */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 }, // D3DTEXF_NONE we just treat like POINT
/* min = D3DTEXF_POINT */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 },
/* min = D3DTEXF_LINEAR */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 },
/* min = D3DTEXF_ANISOTROPIC */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 }, // no diff from prior row, set maxAniso to effect the sampling
};
gGL->glTexParameteri( target, GL_TEXTURE_WRAP_S, dxtogl_addressMode[m_packed.m_addressU] );
gGL->glTexParameteri( target, GL_TEXTURE_WRAP_T, dxtogl_addressMode[m_packed.m_addressV] );
gGL->glTexParameteri( target, GL_TEXTURE_WRAP_R, dxtogl_addressMode[m_packed.m_addressW] );
gGL->glTexParameteri( target, GL_TEXTURE_MIN_FILTER, dxtogl_minFilter[m_packed.m_minFilter][m_packed.m_mipFilter] );
gGL->glTexParameteri( target, GL_TEXTURE_MAG_FILTER, dxtogl_magFilter[m_packed.m_magFilter] );
gGL->glTexParameteri( target, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_packed.m_maxAniso );
float flBorderColor[4] = { 0, 0, 0, 0 };
if ( m_borderColor )
{
flBorderColor[0] = ((m_borderColor >> 16) & 0xFF) * (1.0f/255.0f); //R
flBorderColor[1] = ((m_borderColor >> 8) & 0xFF) * (1.0f/255.0f); //G
flBorderColor[2] = ((m_borderColor ) & 0xFF) * (1.0f/255.0f); //B
flBorderColor[3] = ((m_borderColor >> 24) & 0xFF) * (1.0f/255.0f); //A
}
gGL->glTexParameterfv( target, GL_TEXTURE_BORDER_COLOR, flBorderColor ); // <-- this crashes ATI's driver, remark it out
gGL->glTexParameteri( target, GL_TEXTURE_MIN_LOD, m_packed.m_minLOD );
gGL->glTexParameterfv( target, GL_TEXTURE_LOD_BIAS, &m_lodBias );
gGL->glTexParameteri( target, GL_TEXTURE_COMPARE_MODE_ARB, m_packed.m_compareMode ? GL_COMPARE_R_TO_TEXTURE_ARB : GL_NONE );
if ( m_packed.m_compareMode )
{
gGL->glTexParameteri( target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL );
}
if ( gGL->m_bHave_GL_EXT_texture_sRGB_decode )
{
gGL->glTexParameteri( target, GL_TEXTURE_SRGB_DECODE_EXT, m_packed.m_srgb ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT );
}
}
};
//===============================================================================
class CGLMTex
{
public:
void Lock( GLMTexLockParams *params, char** addressOut, int* yStrideOut, int *zStrideOut );
void Unlock( GLMTexLockParams *params );
GLuint GetTexName() { return m_texName; }
protected:
friend class GLMContext; // only GLMContext can make CGLMTex objects
friend class GLMTester;
friend class CGLMFBO;
friend struct IDirect3DDevice9;
friend struct IDirect3DBaseTexture9;
friend struct IDirect3DTexture9;
friend struct IDirect3DSurface9;
friend struct IDirect3DCubeTexture9;
friend struct IDirect3DVolumeTexture9;
CGLMTex( GLMContext *ctx, GLMTexLayout *layout, uint levels, const char *debugLabel = NULL );
~CGLMTex( );
int CalcSliceIndex( int face, int mip );
void CalcTexelDataOffsetAndStrides( int sliceIndex, int x, int y, int z, int *offsetOut, int *yStrideOut, int *zStrideOut );
void ReadTexels( GLMTexLockDesc *desc, bool readWholeSlice=true );
void WriteTexels( GLMTexLockDesc *desc, bool writeWholeSlice=true, bool noDataWrite=false );
// last param lets us send NULL data ptr (only legal with uncompressed formats, beware)
// this helps out ResetSRGB.
#if defined( OSX )
void HandleSRGBMismatch( bool srgb, int &srgbFlipCount );
void ResetSRGB( bool srgb, bool noDataWrite );
// re-specify texture format to match desired sRGB form
// noWrite means send NULL for texel source addresses instead of actual data - ideal for RT's
#endif
bool IsRBODirty() const;
void ForceRBONonDirty();
void ForceRBODirty();
// re-specify texture format to match desired sRGB form
// noWrite means send NULL for texel source addresses instead of actual data - ideal for RT's
GLuint m_texName; // name of this texture in the context
GLenum m_texGLTarget;
uint m_nSamplerType; // SAMPLER_2D, etc.
GLMTexSamplingParams m_SamplingParams;
GLMTexLayout *m_layout; // layout of texture (shared across all tex with same layout)
uint m_nLastResolvedBatchCounter;
int m_minActiveMip;//index of lowest mip that has been written. used to drive setting of GL_TEXTURE_MAX_LEVEL.
int m_maxActiveMip;//index of highest mip that has been written. used to drive setting of GL_TEXTURE_MAX_LEVEL.
GLMContext *m_ctx; // link back to parent context
CGLMFBO *m_pBlitSrcFBO;
CGLMFBO *m_pBlitDstFBO;
GLuint m_rboName; // name of MSAA RBO backing the tex if MSAA enabled (or zero)
int m_rtAttachCount; // how many RT's have this texture attached somewhere
char *m_backing; // backing storage if available
int m_lockCount; // lock reqs are stored in the GLMContext for tracking
CUtlVector<unsigned char> m_sliceFlags;
char *m_debugLabel; // strdup() of debugLabel passed in, or NULL
bool m_texClientStorage; // was CS selected for texture
bool m_texPreloaded; // has it been kicked into VRAM with GLMContext::PreloadTex yet
int m_srgbFlipCount;
#if GLMDEBUG
CGLMTex *m_pPrevTex;
CGLMTex *m_pNextTex;
#endif
};
#endif