#define DALI_INTERNAL_RENDER_TEXTURE_H
/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* limitations under the License.
*/
-#include <dali/devel-api/rendering/sampler.h>
-#include <dali/integration-api/resource-declarations.h>
+// EXTERNAL INCLUDES
#include <string>
+// INTERNAL INCLUDES
+#include <dali/public-api/rendering/sampler.h>
+#include <dali/public-api/rendering/texture.h>
+#include <dali/internal/event/rendering/texture-impl.h>
+#include <dali/internal/render/gl-resources/context.h>
+#include <dali/internal/render/renderers/render-sampler.h>
+#include <dali/integration-api/gl-defines.h>
+#include <dali/integration-api/resource-declarations.h>
+
namespace Dali
{
namespace Internal
{
namespace Render
{
-class Sampler;
+struct Sampler;
+/**
+ * This class is the mapping between texture id, sampler and sampler uniform name
+ */
class Texture
{
public:
* Constructor
*/
Texture()
- :mUniformName(),
- mSampler(0),
- mTextureId(Integration::InvalidResourceId)
+ : mSampler( 0 ),
+ mTextureId( Integration::InvalidResourceId )
{}
/**
* Constructor
*/
- Texture( const std::string& samplerName, Integration::ResourceId textureId, Render::Sampler* sampler )
- :mUniformName( samplerName ),
- mSampler( sampler ),
- mTextureId( textureId)
+ Texture( Integration::ResourceId textureId, Render::Sampler* sampler )
+ : mSampler( sampler ),
+ mTextureId( textureId)
{}
/**
public: // called from RenderThread
/**
- * Get the texture unit uniform name
- * @return the name of the texture unit uniform
- */
- inline const std::string& GetUniformName() const
- {
- return mUniformName;
- }
-
- /**
* Get the texture ID
- * @param[in] bufferIndex The buffer index to use
- * @return the identity of the associated texture
+ * @return the id of the associated texture
*/
inline Integration::ResourceId GetTextureId() const
{
}
private:
- std::string mUniformName;
+
Render::Sampler* mSampler;
Integration::ResourceId mTextureId;
};
-} // namespace SceneGraph
+
+//TODO : Remove the old Render::Texture class (see above) once it is no longer needed by Image
+class NewTexture
+{
+public:
+
+ typedef Dali::TextureType::Type Type;
+
+ /**
+ * Constructor
+ * @param[in] type The type of the texture
+ * @param[in] format The format of the pixel data
+ * @param[in] width The width of the texture
+ * @param[in] height The height of the texture
+ */
+ NewTexture( Type type, Pixel::Format format, unsigned int width, unsigned int height );
+
+ /**
+ * Constructor from native image
+ * @param[in] nativeImageInterface The native image
+ */
+ NewTexture( NativeImageInterfacePtr nativeImageInterface );
+
+ /**
+ * Destructor
+ */
+ ~NewTexture();
+
+ /**
+ * Creates the texture in the GPU.
+ * Creates the texture and reserves memory for the first mipmap level
+ * @param[in] context The GL context
+ */
+ void Initialize(Context& context);
+
+ /**
+ * Deletes the texture from the GPU
+ * @param[in] context The GL context
+ */
+ void Destroy( Context& context );
+
+ /**
+ * Uploads data to the texture.
+ * @param[in] context The GL context
+ * @param[in] pixelData A pixel data object
+ * @param[in] params Upload parameters. See UploadParams
+ */
+ void Upload( Context& context, PixelDataPtr pixelData, const Internal::NewTexture::UploadParams& params );
+
+ /**
+ * Bind the texture to the given texture unit and applies the given sampler
+ * @param[in] context The GL context
+ * @param[in] textureUnit the texture unit
+ * @param[in] sampler The sampler to be used with the texture
+ * @return true if the bind succeeded, false otherwise
+ */
+ bool Bind( Context& context, unsigned int textureUnit, Render::Sampler* sampler );
+
+ /**
+ * Auto generates mipmaps for the texture
+ * @param[in] context The GL context
+ */
+ void GenerateMipmaps( Context& context );
+
+ /**
+ * Retrieve wheter the texture has an alpha channel
+ * @return True if the texture has alpha channel, false otherwise
+ */
+ bool HasAlphaChannel();
+
+ /**
+ * Get the id of the texture
+ * @return Id of the texture
+ */
+ GLuint GetId()
+ {
+ return mId;
+ }
+
+ /**
+ * Get the width of the texture
+ * @return Width of the texture
+ */
+ unsigned int GetWidth() const
+ {
+ return mWidth;
+ }
+
+ /**
+ * Get the height of the texture
+ * @return Height of the texture
+ */
+ unsigned int GetHeight() const
+ {
+ return mHeight;
+ }
+
+ /**
+ * Get the type of the texture
+ * @return Type of the texture
+ */
+ Type GetType() const
+ {
+ return mType;
+ }
+
+private:
+
+ /**
+ * Helper method to apply a sampler to the texture
+ * @param[in] context The GL context
+ * @param[in] sampler The sampler
+ */
+ void ApplySampler( Context& context, Render::Sampler* sampler );
+
+ GLuint mId; ///<Id of the texture
+ Type mType; ///<Type of the texture
+ Render::Sampler mSampler; ///<The current sampler state
+ NativeImageInterfacePtr mNativeImage; ///<Pointer to native image
+ GLenum mInternalFormat; ///<The format of the pixel data
+ GLenum mPixelDataType; ///<The data type of the pixel data
+ unsigned int mWidth; ///<Widht of the texture
+ unsigned int mHeight; ///<Height of the texture
+ bool mHasAlpha : 1; ///<Whether the format has an alpha channel
+ bool mIsCompressed : 1; ///<Whether the format is compressed
+};
+
+
+} // namespace Render
} // namespace Internal
+
} // namespace Dali