blob: c012637bad59c4e8b983e7b47a48ad3ab4df272d [file] [log] [blame]
//
// Copyright (c) 2012-2014 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.
//
// TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived
// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture.
#include "libGLESv2/renderer/d3d/d3d11/TextureStorage11.h"
#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
#include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h"
#include "libGLESv2/renderer/d3d/d3d11/SwapChain11.h"
#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
#include "libGLESv2/renderer/d3d/d3d11/Blit11.h"
#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
#include "libGLESv2/renderer/d3d/d3d11/Image11.h"
#include "libGLESv2/renderer/d3d/TextureD3D.h"
#include "libGLESv2/main.h"
#include "libGLESv2/ImageIndex.h"
#include "common/utilities.h"
namespace rx
{
TextureStorage11::SwizzleCacheValue::SwizzleCacheValue()
: swizzleRed(GL_NONE), swizzleGreen(GL_NONE), swizzleBlue(GL_NONE), swizzleAlpha(GL_NONE)
{
}
TextureStorage11::SwizzleCacheValue::SwizzleCacheValue(GLenum red, GLenum green, GLenum blue, GLenum alpha)
: swizzleRed(red), swizzleGreen(green), swizzleBlue(blue), swizzleAlpha(alpha)
{
}
bool TextureStorage11::SwizzleCacheValue::operator==(const SwizzleCacheValue &other) const
{
return swizzleRed == other.swizzleRed &&
swizzleGreen == other.swizzleGreen &&
swizzleBlue == other.swizzleBlue &&
swizzleAlpha == other.swizzleAlpha;
}
bool TextureStorage11::SwizzleCacheValue::operator!=(const SwizzleCacheValue &other) const
{
return !(*this == other);
}
TextureStorage11::SRVKey::SRVKey(int baseLevel, int mipLevels, bool swizzle)
: baseLevel(baseLevel), mipLevels(mipLevels), swizzle(swizzle)
{
}
bool TextureStorage11::SRVKey::operator==(const SRVKey &rhs) const
{
return baseLevel == rhs.baseLevel &&
mipLevels == rhs.mipLevels &&
swizzle == rhs.swizzle;
}
TextureStorage11::SRVCache::~SRVCache()
{
for (size_t i = 0; i < cache.size(); i++)
{
SafeRelease(cache[i].srv);
}
}
ID3D11ShaderResourceView *TextureStorage11::SRVCache::find(const SRVKey &key) const
{
for (size_t i = 0; i < cache.size(); i++)
{
if (cache[i].key == key)
{
return cache[i].srv;
}
}
return NULL;
}
ID3D11ShaderResourceView *TextureStorage11::SRVCache::add(const SRVKey &key, ID3D11ShaderResourceView *srv)
{
SRVPair pair = {key, srv};
cache.push_back(pair);
return srv;
}
TextureStorage11::TextureStorage11(Renderer *renderer, UINT bindFlags)
: mBindFlags(bindFlags),
mTopLevel(0),
mMipLevels(0),
mTextureFormat(DXGI_FORMAT_UNKNOWN),
mShaderResourceFormat(DXGI_FORMAT_UNKNOWN),
mRenderTargetFormat(DXGI_FORMAT_UNKNOWN),
mDepthStencilFormat(DXGI_FORMAT_UNKNOWN),
mTextureWidth(0),
mTextureHeight(0),
mTextureDepth(0)
{
mRenderer = Renderer11::makeRenderer11(renderer);
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mLevelSRVs[i] = NULL;
}
}
TextureStorage11::~TextureStorage11()
{
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
SafeRelease(mLevelSRVs[level]);
}
}
TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage)
{
ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11*, storage));
return static_cast<TextureStorage11*>(storage);
}
DWORD TextureStorage11::GetTextureBindFlags(GLenum internalFormat, bool renderTarget)
{
UINT bindFlags = 0;
const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalFormat);
if (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
{
bindFlags |= D3D11_BIND_SHADER_RESOURCE;
}
if (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN)
{
bindFlags |= D3D11_BIND_DEPTH_STENCIL;
}
if (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN && renderTarget)
{
bindFlags |= D3D11_BIND_RENDER_TARGET;
}
return bindFlags;
}
UINT TextureStorage11::getBindFlags() const
{
return mBindFlags;
}
int TextureStorage11::getTopLevel() const
{
return mTopLevel;
}
bool TextureStorage11::isRenderTarget() const
{
return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0;
}
bool TextureStorage11::isManaged() const
{
return false;
}
int TextureStorage11::getLevelCount() const
{
return mMipLevels - mTopLevel;
}
int TextureStorage11::getLevelWidth(int mipLevel) const
{
return std::max(static_cast<int>(mTextureWidth) >> mipLevel, 1);
}
int TextureStorage11::getLevelHeight(int mipLevel) const
{
return std::max(static_cast<int>(mTextureHeight) >> mipLevel, 1);
}
int TextureStorage11::getLevelDepth(int mipLevel) const
{
return std::max(static_cast<int>(mTextureDepth) >> mipLevel, 1);
}
UINT TextureStorage11::getSubresourceIndex(int mipLevel, int layerTarget) const
{
UINT index = 0;
if (getResource())
{
index = D3D11CalcSubresource(mipLevel, layerTarget, mMipLevels);
}
return index;
}
ID3D11ShaderResourceView *TextureStorage11::getSRV(const gl::SamplerState &samplerState)
{
bool swizzleRequired = samplerState.swizzleRequired();
bool mipmapping = gl::IsMipmapFiltered(samplerState);
unsigned int mipLevels = mipmapping ? (samplerState.maxLevel - samplerState.baseLevel) : 1;
// Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level, which corresponds to GL level 0)
mipLevels = std::min(mipLevels, mMipLevels - mTopLevel - samplerState.baseLevel);
if (swizzleRequired)
{
verifySwizzleExists(samplerState.swizzleRed, samplerState.swizzleGreen, samplerState.swizzleBlue, samplerState.swizzleAlpha);
}
SRVKey key(samplerState.baseLevel, mipLevels, swizzleRequired);
ID3D11ShaderResourceView *srv = srvCache.find(key);
if(srv)
{
return srv;
}
DXGI_FORMAT format = (swizzleRequired ? mSwizzleShaderResourceFormat : mShaderResourceFormat);
ID3D11Resource *texture = swizzleRequired ? getSwizzleTexture() : getResource();
srv = createSRV(samplerState.baseLevel, mipLevels, format, texture);
return srvCache.add(key, srv);
}
ID3D11ShaderResourceView *TextureStorage11::getSRVLevel(int mipLevel)
{
if (mipLevel >= 0 && mipLevel < getLevelCount())
{
if (!mLevelSRVs[mipLevel])
{
mLevelSRVs[mipLevel] = createSRV(mipLevel, 1, mShaderResourceFormat, getResource());
}
return mLevelSRVs[mipLevel];
}
else
{
return NULL;
}
}
void TextureStorage11::generateSwizzles(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha)
{
SwizzleCacheValue swizzleTarget(swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
for (int level = 0; level < getLevelCount(); level++)
{
// Check if the swizzle for this level is out of date
if (mSwizzleCache[level] != swizzleTarget)
{
// Need to re-render the swizzle for this level
ID3D11ShaderResourceView *sourceSRV = getSRVLevel(level);
ID3D11RenderTargetView *destRTV = getSwizzleRenderTarget(level);
gl::Extents size(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));
Blit11 *blitter = mRenderer->getBlitter();
if (blitter->swizzleTexture(sourceSRV, destRTV, size, swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha))
{
mSwizzleCache[level] = swizzleTarget;
}
else
{
ERR("Failed to swizzle texture.");
}
}
}
}
void TextureStorage11::invalidateSwizzleCacheLevel(int mipLevel)
{
if (mipLevel >= 0 && static_cast<unsigned int>(mipLevel) < ArraySize(mSwizzleCache))
{
// The default constructor of SwizzleCacheValue has GL_NONE for all channels which is not a
// valid swizzle combination
mSwizzleCache[mipLevel] = SwizzleCacheValue();
}
}
void TextureStorage11::invalidateSwizzleCache()
{
for (unsigned int mipLevel = 0; mipLevel < ArraySize(mSwizzleCache); mipLevel++)
{
invalidateSwizzleCacheLevel(mipLevel);
}
}
bool TextureStorage11::updateSubresourceLevel(ID3D11Resource *srcTexture, unsigned int sourceSubresource,
int level, int layerTarget, GLint xoffset, GLint yoffset, GLint zoffset,
GLsizei width, GLsizei height, GLsizei depth)
{
if (srcTexture)
{
invalidateSwizzleCacheLevel(level);
gl::Extents texSize(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));
gl::Box copyArea(xoffset, yoffset, zoffset, width, height, depth);
bool fullCopy = copyArea.x == 0 &&
copyArea.y == 0 &&
copyArea.z == 0 &&
copyArea.width == texSize.width &&
copyArea.height == texSize.height &&
copyArea.depth == texSize.depth;
ID3D11Resource *dstTexture = getResource();
unsigned int dstSubresource = getSubresourceIndex(level + mTopLevel, layerTarget);
ASSERT(dstTexture);
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat);
if (!fullCopy && (dxgiFormatInfo.depthBits > 0 || dxgiFormatInfo.stencilBits > 0))
{
// CopySubresourceRegion cannot copy partial depth stencils, use the blitter instead
Blit11 *blitter = mRenderer->getBlitter();
return blitter->copyDepthStencil(srcTexture, sourceSubresource, copyArea, texSize,
dstTexture, dstSubresource, copyArea, texSize,
NULL);
}
else
{
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat);
D3D11_BOX srcBox;
srcBox.left = copyArea.x;
srcBox.top = copyArea.y;
srcBox.right = copyArea.x + roundUp((unsigned int)width, dxgiFormatInfo.blockWidth);
srcBox.bottom = copyArea.y + roundUp((unsigned int)height, dxgiFormatInfo.blockHeight);
srcBox.front = copyArea.z;
srcBox.back = copyArea.z + copyArea.depth;
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
context->CopySubresourceRegion(dstTexture, dstSubresource, copyArea.x, copyArea.y, copyArea.z,
srcTexture, sourceSubresource, fullCopy ? NULL : &srcBox);
return true;
}
}
return false;
}
bool TextureStorage11::copySubresourceLevel(ID3D11Resource* dstTexture, unsigned int dstSubresource,
int level, int layerTarget, GLint xoffset, GLint yoffset, GLint zoffset,
GLsizei width, GLsizei height, GLsizei depth)
{
if (dstTexture)
{
ID3D11Resource *srcTexture = getResource();
unsigned int srcSubresource = getSubresourceIndex(level + mTopLevel, layerTarget);
ASSERT(srcTexture);
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
context->CopySubresourceRegion(dstTexture, dstSubresource, xoffset, yoffset, zoffset,
srcTexture, srcSubresource, NULL);
return true;
}
return false;
}
void TextureStorage11::generateMipmapLayer(RenderTarget11 *source, RenderTarget11 *dest)
{
if (source && dest)
{
ID3D11ShaderResourceView *sourceSRV = source->getShaderResourceView();
ID3D11RenderTargetView *destRTV = dest->getRenderTargetView();
if (sourceSRV && destRTV)
{
gl::Box sourceArea(0, 0, 0, source->getWidth(), source->getHeight(), source->getDepth());
gl::Extents sourceSize(source->getWidth(), source->getHeight(), source->getDepth());
gl::Box destArea(0, 0, 0, dest->getWidth(), dest->getHeight(), dest->getDepth());
gl::Extents destSize(dest->getWidth(), dest->getHeight(), dest->getDepth());
Blit11 *blitter = mRenderer->getBlitter();
blitter->copyTexture(sourceSRV, sourceArea, sourceSize, destRTV, destArea, destSize, NULL,
gl::GetInternalFormatInfo(source->getInternalFormat()).format, GL_LINEAR);
}
}
}
void TextureStorage11::verifySwizzleExists(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha)
{
SwizzleCacheValue swizzleTarget(swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
for (unsigned int level = 0; level < mMipLevels; level++)
{
ASSERT(mSwizzleCache[level] == swizzleTarget);
}
}
TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain)
: TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE),
mTexture(swapchain->getOffscreenTexture()),
mSwizzleTexture(NULL)
{
mTexture->AddRef();
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mAssociatedImages[i] = NULL;
mRenderTarget[i] = NULL;
mSwizzleRenderTargets[i] = NULL;
}
D3D11_TEXTURE2D_DESC texDesc;
mTexture->GetDesc(&texDesc);
mMipLevels = texDesc.MipLevels;
mTextureFormat = texDesc.Format;
mTextureWidth = texDesc.Width;
mTextureHeight = texDesc.Height;
mTextureDepth = 1;
ID3D11ShaderResourceView *srv = swapchain->getRenderTargetShaderResource();
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srv->GetDesc(&srvDesc);
mShaderResourceFormat = srvDesc.Format;
ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
offscreenRTV->GetDesc(&rtvDesc);
mRenderTargetFormat = rtvDesc.Format;
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat);
const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(dxgiFormatInfo.internalFormat);
mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
initializeSerials(1, 1);
}
TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels)
: TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderTarget)),
mTexture(NULL),
mSwizzleTexture(NULL)
{
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mAssociatedImages[i] = NULL;
mRenderTarget[i] = NULL;
mSwizzleRenderTargets[i] = NULL;
}
const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat);
mTextureFormat = formatInfo.texFormat;
mShaderResourceFormat = formatInfo.srvFormat;
mDepthStencilFormat = formatInfo.dsvFormat;
mRenderTargetFormat = formatInfo.rtvFormat;
mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
// if the width or height is not positive this should be treated as an incomplete texture
// we handle that here by skipping the d3d texture creation
if (width > 0 && height > 0)
{
// adjust size if needed for compressed textures
d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
desc.Width = width; // Compressed texture size constraints?
desc.Height = height;
desc.MipLevels = ((levels > 0) ? (mTopLevel + levels) : 0);
desc.ArraySize = 1;
desc.Format = mTextureFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = getBindFlags();
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
// this can happen from windows TDR
if (d3d11::isDeviceLostError(result))
{
mRenderer->notifyDeviceLost();
gl::error(GL_OUT_OF_MEMORY);
}
else if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
ERR("Creating image failed.");
gl::error(GL_OUT_OF_MEMORY);
}
else
{
mTexture->GetDesc(&desc);
mMipLevels = desc.MipLevels;
mTextureWidth = desc.Width;
mTextureHeight = desc.Height;
mTextureDepth = 1;
}
}
initializeSerials(getLevelCount(), 1);
}
TextureStorage11_2D::~TextureStorage11_2D()
{
for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
if (mAssociatedImages[i] != NULL)
{
bool imageAssociationCorrect = mAssociatedImages[i]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// We must let the Images recover their data before we delete it from the TextureStorage.
mAssociatedImages[i]->recoverFromAssociatedStorage();
}
}
}
SafeRelease(mTexture);
SafeRelease(mSwizzleTexture);
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
SafeDelete(mRenderTarget[i]);
SafeRelease(mSwizzleRenderTargets[i]);
}
}
TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage)
{
ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2D*, storage));
return static_cast<TextureStorage11_2D*>(storage);
}
void TextureStorage11_2D::associateImage(Image11* image, int level, int layerTarget)
{
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
mAssociatedImages[level] = image;
}
}
bool TextureStorage11_2D::isAssociatedImageValid(int level, int layerTarget, Image11* expectedImage)
{
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
// This validation check should never return false. It means the Image/TextureStorage association is broken.
bool retValue = (mAssociatedImages[level] == expectedImage);
ASSERT(retValue);
return retValue;
}
return false;
}
// disassociateImage allows an Image to end its association with a Storage.
void TextureStorage11_2D::disassociateImage(int level, int layerTarget, Image11* expectedImage)
{
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
ASSERT(mAssociatedImages[level] == expectedImage);
if (mAssociatedImages[level] == expectedImage)
{
mAssociatedImages[level] = NULL;
}
}
}
// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
void TextureStorage11_2D::releaseAssociatedImage(int level, int layerTarget, Image11* incomingImage)
{
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
// No need to let the old Image recover its data, if it is also the incoming Image.
if (mAssociatedImages[level] != NULL && mAssociatedImages[level] != incomingImage)
{
// Ensure that the Image is still associated with this TextureStorage. This should be true.
bool imageAssociationCorrect = mAssociatedImages[level]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// Force the image to recover from storage before its data is overwritten.
// This will reset mAssociatedImages[level] to NULL too.
mAssociatedImages[level]->recoverFromAssociatedStorage();
}
}
}
}
ID3D11Resource *TextureStorage11_2D::getResource() const
{
return mTexture;
}
RenderTarget *TextureStorage11_2D::getRenderTarget(const gl::ImageIndex &index)
{
ASSERT(!index.hasLayer());
int level = index.mipIndex;
if (level >= 0 && level < getLevelCount())
{
if (!mRenderTarget[level])
{
ID3D11ShaderResourceView *srv = getSRVLevel(level);
if (!srv)
{
return NULL;
}
if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
{
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = mTopLevel + level;
ID3D11RenderTargetView *rtv;
HRESULT result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
if (result == E_OUTOFMEMORY)
{
return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
}
ASSERT(SUCCEEDED(result));
mRenderTarget[level] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(level), getLevelHeight(level), 1);
// RenderTarget will take ownership of these resources
SafeRelease(rtv);
}
else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
{
ID3D11Device *device = mRenderer->getDevice();
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = mDepthStencilFormat;
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice = mTopLevel + level;
dsvDesc.Flags = 0;
ID3D11DepthStencilView *dsv;
HRESULT result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
if (result == E_OUTOFMEMORY)
{
SafeRelease(srv);
return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
}
ASSERT(SUCCEEDED(result));
mRenderTarget[level] = new RenderTarget11(mRenderer, dsv, mTexture, srv, getLevelWidth(level), getLevelHeight(level), 1);
// RenderTarget will take ownership of these resources
SafeRelease(dsv);
}
else
{
UNREACHABLE();
}
}
return mRenderTarget[level];
}
else
{
return NULL;
}
}
ID3D11ShaderResourceView *TextureStorage11_2D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture)
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = mTopLevel + baseLevel;
srvDesc.Texture2D.MipLevels = mipLevels;
ID3D11ShaderResourceView *SRV = NULL;
ID3D11Device *device = mRenderer->getDevice();
HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, &SRV);
if (result == E_OUTOFMEMORY)
{
gl::error(GL_OUT_OF_MEMORY);
}
ASSERT(SUCCEEDED(result));
return SRV;
}
void TextureStorage11_2D::generateMipmaps()
{
// Base level must already be defined
for (int level = 1; level < getLevelCount(); level++)
{
invalidateSwizzleCacheLevel(level);
gl::ImageIndex srcIndex = gl::ImageIndex::Make2D(level - 1);
gl::ImageIndex destIndex = gl::ImageIndex::Make2D(level);
RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(srcIndex));
RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(destIndex));
generateMipmapLayer(source, dest);
}
}
ID3D11Resource *TextureStorage11_2D::getSwizzleTexture()
{
if (!mSwizzleTexture)
{
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.MipLevels = mMipLevels;
desc.ArraySize = 1;
desc.Format = mSwizzleTextureFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
if (result == E_OUTOFMEMORY)
{
return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11Texture2D*>(NULL));
}
ASSERT(SUCCEEDED(result));
}
return mSwizzleTexture;
}
ID3D11RenderTargetView *TextureStorage11_2D::getSwizzleRenderTarget(int mipLevel)
{
if (mipLevel >= 0 && mipLevel < getLevelCount())
{
if (!mSwizzleRenderTargets[mipLevel])
{
ID3D11Resource *swizzleTexture = getSwizzleTexture();
if (!swizzleTexture)
{
return NULL;
}
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mSwizzleRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = mTopLevel + mipLevel;
HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
if (result == E_OUTOFMEMORY)
{
return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11RenderTargetView*>(NULL));
}
ASSERT(SUCCEEDED(result));
}
return mSwizzleRenderTargets[mipLevel];
}
else
{
return NULL;
}
}
TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, GLenum internalformat, bool renderTarget, int size, int levels)
: TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderTarget))
{
mTexture = NULL;
mSwizzleTexture = NULL;
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
mSwizzleRenderTargets[level] = NULL;
for (unsigned int face = 0; face < 6; face++)
{
mAssociatedImages[face][level] = NULL;
mRenderTarget[face][level] = NULL;
}
}
const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat);
mTextureFormat = formatInfo.texFormat;
mShaderResourceFormat = formatInfo.srvFormat;
mDepthStencilFormat = formatInfo.dsvFormat;
mRenderTargetFormat = formatInfo.rtvFormat;
mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
// if the size is not positive this should be treated as an incomplete texture
// we handle that here by skipping the d3d texture creation
if (size > 0)
{
// adjust size if needed for compressed textures
int height = size;
d3d11::MakeValidSize(false, mTextureFormat, &size, &height, &mTopLevel);
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
desc.Width = size;
desc.Height = size;
desc.MipLevels = ((levels > 0) ? (mTopLevel + levels) : 0);
desc.ArraySize = 6;
desc.Format = mTextureFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = getBindFlags();
desc.CPUAccessFlags = 0;
desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
ERR("Creating image failed.");
gl::error(GL_OUT_OF_MEMORY);
}
else
{
mTexture->GetDesc(&desc);
mMipLevels = desc.MipLevels;
mTextureWidth = desc.Width;
mTextureHeight = desc.Height;
mTextureDepth = 1;
}
}
initializeSerials(getLevelCount() * 6, 6);
}
TextureStorage11_Cube::~TextureStorage11_Cube()
{
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
for (unsigned int face = 0; face < 6; face++)
{
if (mAssociatedImages[face][level] != NULL)
{
bool imageAssociationCorrect = mAssociatedImages[face][level]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// We must let the Images recover their data before we delete it from the TextureStorage.
mAssociatedImages[face][level]->recoverFromAssociatedStorage();
}
}
}
}
SafeRelease(mTexture);
SafeRelease(mSwizzleTexture);
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
SafeRelease(mSwizzleRenderTargets[level]);
for (unsigned int face = 0; face < 6; face++)
{
SafeDelete(mRenderTarget[face][level]);
}
}
}
TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage)
{
ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_Cube*, storage));
return static_cast<TextureStorage11_Cube*>(storage);
}
void TextureStorage11_Cube::associateImage(Image11* image, int level, int layerTarget)
{
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(0 <= layerTarget && layerTarget < 6);
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
if (0 <= layerTarget && layerTarget < 6)
{
mAssociatedImages[layerTarget][level] = image;
}
}
}
bool TextureStorage11_Cube::isAssociatedImageValid(int level, int layerTarget, Image11* expectedImage)
{
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
if (0 <= layerTarget && layerTarget < 6)
{
// This validation check should never return false. It means the Image/TextureStorage association is broken.
bool retValue = (mAssociatedImages[layerTarget][level] == expectedImage);
ASSERT(retValue);
return retValue;
}
}
return false;
}
// disassociateImage allows an Image to end its association with a Storage.
void TextureStorage11_Cube::disassociateImage(int level, int layerTarget, Image11* expectedImage)
{
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(0 <= layerTarget && layerTarget < 6);
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
if (0 <= layerTarget && layerTarget < 6)
{
ASSERT(mAssociatedImages[layerTarget][level] == expectedImage);
if (mAssociatedImages[layerTarget][level] == expectedImage)
{
mAssociatedImages[layerTarget][level] = NULL;
}
}
}
}
// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
void TextureStorage11_Cube::releaseAssociatedImage(int level, int layerTarget, Image11* incomingImage)
{
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(0 <= layerTarget && layerTarget < 6);
if ((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS))
{
if (0 <= layerTarget && layerTarget < 6)
{
// No need to let the old Image recover its data, if it is also the incoming Image.
if (mAssociatedImages[layerTarget][level] != NULL && mAssociatedImages[layerTarget][level] != incomingImage)
{
// Ensure that the Image is still associated with this TextureStorage. This should be true.
bool imageAssociationCorrect = mAssociatedImages[layerTarget][level]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// Force the image to recover from storage before its data is overwritten.
// This will reset mAssociatedImages[level] to NULL too.
mAssociatedImages[layerTarget][level]->recoverFromAssociatedStorage();
}
}
}
}
}
ID3D11Resource *TextureStorage11_Cube::getResource() const
{
return mTexture;
}
RenderTarget *TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index)
{
int faceIndex = index.layerIndex;
int level = index.mipIndex;
if (level >= 0 && level < getLevelCount())
{
if (!mRenderTarget[faceIndex][level])
{
ID3D11Device *device = mRenderer->getDevice();
HRESULT result;
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = mShaderResourceFormat;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; // Will be used with Texture2D sampler, not TextureCube
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + level;
srvDesc.Texture2DArray.MipLevels = 1;
srvDesc.Texture2DArray.FirstArraySlice = faceIndex;
srvDesc.Texture2DArray.ArraySize = 1;
ID3D11ShaderResourceView *srv;
result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
if (result == E_OUTOFMEMORY)
{
return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
}
ASSERT(SUCCEEDED(result));
if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
rtvDesc.Texture2DArray.ArraySize = 1;
ID3D11RenderTargetView *rtv;
result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
if (result == E_OUTOFMEMORY)
{
SafeRelease(srv);
return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
}
ASSERT(SUCCEEDED(result));
mRenderTarget[faceIndex][level] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(level), getLevelHeight(level), 1);
// RenderTarget will take ownership of these resources
SafeRelease(rtv);
SafeRelease(srv);
}
else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = mDepthStencilFormat;
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
dsvDesc.Flags = 0;
dsvDesc.Texture2DArray.MipSlice = mTopLevel + level;
dsvDesc.Texture2DArray.FirstArraySlice = faceIndex;
dsvDesc.Texture2DArray.ArraySize = 1;
ID3D11DepthStencilView *dsv;
result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
if (result == E_OUTOFMEMORY)
{
SafeRelease(srv);
return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
}
ASSERT(SUCCEEDED(result));
mRenderTarget[faceIndex][level] = new RenderTarget11(mRenderer, dsv, mTexture, srv, getLevelWidth(level), getLevelHeight(level), 1);
// RenderTarget will take ownership of these resources
SafeRelease(dsv);
SafeRelease(srv);
}
else
{
UNREACHABLE();
}
}
return mRenderTarget[faceIndex][level];
}
else
{
return NULL;
}
}
ID3D11ShaderResourceView *TextureStorage11_Cube::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture)
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
// Unnormalized integer cube maps are not supported by DX11; we emulate them as an array of six 2D textures
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format);
if (dxgiFormatInfo.componentType == GL_INT || dxgiFormatInfo.componentType == GL_UNSIGNED_INT)
{
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
srvDesc.Texture2DArray.MipLevels = 1;
srvDesc.Texture2DArray.FirstArraySlice = 0;
srvDesc.Texture2DArray.ArraySize = 6;
}
else
{
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
srvDesc.TextureCube.MipLevels = mipLevels;
srvDesc.TextureCube.MostDetailedMip = mTopLevel + baseLevel;
}
ID3D11ShaderResourceView *SRV = NULL;
ID3D11Device *device = mRenderer->getDevice();
HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, &SRV);
if (result == E_OUTOFMEMORY)
{
gl::error(GL_OUT_OF_MEMORY);
}
ASSERT(SUCCEEDED(result));
return SRV;
}
void TextureStorage11_Cube::generateMipmaps()
{
// Base level must already be defined
for (int faceIndex = 0; faceIndex < 6; faceIndex++)
{
for (int level = 1; level < getLevelCount(); level++)
{
invalidateSwizzleCacheLevel(level);
gl::ImageIndex srcIndex = gl::ImageIndex::MakeCube(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level - 1);
gl::ImageIndex destIndex = gl::ImageIndex::MakeCube(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level);
RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(srcIndex));
RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(destIndex));
generateMipmapLayer(source, dest);
}
}
}
ID3D11Resource *TextureStorage11_Cube::getSwizzleTexture()
{
if (!mSwizzleTexture)
{
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.MipLevels = mMipLevels;
desc.ArraySize = 6;
desc.Format = mSwizzleTextureFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
desc.CPUAccessFlags = 0;
desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
if (result == E_OUTOFMEMORY)
{
return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11Texture2D*>(NULL));
}
ASSERT(SUCCEEDED(result));
}
return mSwizzleTexture;
}
ID3D11RenderTargetView *TextureStorage11_Cube::getSwizzleRenderTarget(int mipLevel)
{
if (mipLevel >= 0 && mipLevel < getLevelCount())
{
if (!mSwizzleRenderTargets[mipLevel])
{
ID3D11Resource *swizzleTexture = getSwizzleTexture();
if (!swizzleTexture)
{
return NULL;
}
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mSwizzleRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture2DArray.FirstArraySlice = 0;
rtvDesc.Texture2DArray.ArraySize = 6;
HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
if (result == E_OUTOFMEMORY)
{
return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11RenderTargetView*>(NULL));
}
ASSERT(SUCCEEDED(result));
}
return mSwizzleRenderTargets[mipLevel];
}
else
{
return NULL;
}
}
TextureStorage11_3D::TextureStorage11_3D(Renderer *renderer, GLenum internalformat, bool renderTarget,
GLsizei width, GLsizei height, GLsizei depth, int levels)
: TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderTarget))
{
mTexture = NULL;
mSwizzleTexture = NULL;
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mAssociatedImages[i] = NULL;
mLevelRenderTargets[i] = NULL;
mSwizzleRenderTargets[i] = NULL;
}
const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat);
mTextureFormat = formatInfo.texFormat;
mShaderResourceFormat = formatInfo.srvFormat;
mDepthStencilFormat = formatInfo.dsvFormat;
mRenderTargetFormat = formatInfo.rtvFormat;
mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
// If the width, height or depth are not positive this should be treated as an incomplete texture
// we handle that here by skipping the d3d texture creation
if (width > 0 && height > 0 && depth > 0)
{
// adjust size if needed for compressed textures
d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE3D_DESC desc;
desc.Width = width;
desc.Height = height;
desc.Depth = depth;
desc.MipLevels = ((levels > 0) ? (mTopLevel + levels) : 0);
desc.Format = mTextureFormat;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = getBindFlags();
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
HRESULT result = device->CreateTexture3D(&desc, NULL, &mTexture);
// this can happen from windows TDR
if (d3d11::isDeviceLostError(result))
{
mRenderer->notifyDeviceLost();
gl::error(GL_OUT_OF_MEMORY);
}
else if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
ERR("Creating image failed.");
gl::error(GL_OUT_OF_MEMORY);
}
else
{
mTexture->GetDesc(&desc);
mMipLevels = desc.MipLevels;
mTextureWidth = desc.Width;
mTextureHeight = desc.Height;
mTextureDepth = desc.Depth;
}
}
initializeSerials(getLevelCount() * depth, depth);
}
TextureStorage11_3D::~TextureStorage11_3D()
{
for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
if (mAssociatedImages[i] != NULL)
{
bool imageAssociationCorrect = mAssociatedImages[i]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// We must let the Images recover their data before we delete it from the TextureStorage.
mAssociatedImages[i]->recoverFromAssociatedStorage();
}
}
}
SafeRelease(mTexture);
SafeRelease(mSwizzleTexture);
for (RenderTargetMap::iterator i = mLevelLayerRenderTargets.begin(); i != mLevelLayerRenderTargets.end(); i++)
{
SafeDelete(i->second);
}
mLevelLayerRenderTargets.clear();
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
SafeDelete(mLevelRenderTargets[i]);
SafeRelease(mSwizzleRenderTargets[i]);
}
}
TextureStorage11_3D *TextureStorage11_3D::makeTextureStorage11_3D(TextureStorage *storage)
{
ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_3D*, storage));
return static_cast<TextureStorage11_3D*>(storage);
}
void TextureStorage11_3D::associateImage(Image11* image, int level, int layerTarget)
{
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
mAssociatedImages[level] = image;
}
}
bool TextureStorage11_3D::isAssociatedImageValid(int level, int layerTarget, Image11* expectedImage)
{
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
// This validation check should never return false. It means the Image/TextureStorage association is broken.
bool retValue = (mAssociatedImages[level] == expectedImage);
ASSERT(retValue);
return retValue;
}
return false;
}
// disassociateImage allows an Image to end its association with a Storage.
void TextureStorage11_3D::disassociateImage(int level, int layerTarget, Image11* expectedImage)
{
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
ASSERT(mAssociatedImages[level] == expectedImage);
if (mAssociatedImages[level] == expectedImage)
{
mAssociatedImages[level] = NULL;
}
}
}
// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
void TextureStorage11_3D::releaseAssociatedImage(int level, int layerTarget, Image11* incomingImage)
{
ASSERT((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS));
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
// No need to let the old Image recover its data, if it is also the incoming Image.
if (mAssociatedImages[level] != NULL && mAssociatedImages[level] != incomingImage)
{
// Ensure that the Image is still associated with this TextureStorage. This should be true.
bool imageAssociationCorrect = mAssociatedImages[level]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// Force the image to recover from storage before its data is overwritten.
// This will reset mAssociatedImages[level] to NULL too.
mAssociatedImages[level]->recoverFromAssociatedStorage();
}
}
}
}
ID3D11Resource *TextureStorage11_3D::getResource() const
{
return mTexture;
}
ID3D11ShaderResourceView *TextureStorage11_3D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture)
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
srvDesc.Texture3D.MostDetailedMip = baseLevel;
srvDesc.Texture3D.MipLevels = mipLevels;
ID3D11ShaderResourceView *SRV = NULL;
ID3D11Device *device = mRenderer->getDevice();
HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, &SRV);
if (result == E_OUTOFMEMORY)
{
gl::error(GL_OUT_OF_MEMORY);
}
ASSERT(SUCCEEDED(result));
return SRV;
}
RenderTarget *TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index)
{
int mipLevel = index.mipIndex;
if (mipLevel >= 0 && mipLevel < getLevelCount())
{
ASSERT(mRenderTargetFormat != DXGI_FORMAT_UNKNOWN);
if (!index.hasLayer())
{
if (!mLevelRenderTargets[mipLevel])
{
ID3D11ShaderResourceView *srv = getSRVLevel(mipLevel);
if (!srv)
{
return NULL;
}
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture3D.FirstWSlice = 0;
rtvDesc.Texture3D.WSize = -1;
ID3D11RenderTargetView *rtv;
HRESULT result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
if (result == E_OUTOFMEMORY)
{
SafeRelease(srv);
return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
}
ASSERT(SUCCEEDED(result));
mLevelRenderTargets[mipLevel] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(mipLevel), getLevelHeight(mipLevel), getLevelDepth(mipLevel));
// RenderTarget will take ownership of these resources
SafeRelease(rtv);
}
return mLevelRenderTargets[mipLevel];
}
else
{
int layer = index.layerIndex;
LevelLayerKey key(mipLevel, layer);
if (mLevelLayerRenderTargets.find(key) == mLevelLayerRenderTargets.end())
{
ID3D11Device *device = mRenderer->getDevice();
HRESULT result;
// TODO, what kind of SRV is expected here?
ID3D11ShaderResourceView *srv = NULL;
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture3D.FirstWSlice = layer;
rtvDesc.Texture3D.WSize = 1;
ID3D11RenderTargetView *rtv;
result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
if (result == E_OUTOFMEMORY)
{
SafeRelease(srv);
return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
}
ASSERT(SUCCEEDED(result));
mLevelLayerRenderTargets[key] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1);
// RenderTarget will take ownership of these resources
SafeRelease(rtv);
SafeRelease(srv);
}
return mLevelLayerRenderTargets[key];
}
}
return NULL;
}
void TextureStorage11_3D::generateMipmaps()
{
// Base level must already be defined
for (int level = 1; level < getLevelCount(); level++)
{
invalidateSwizzleCacheLevel(level);
gl::ImageIndex srcIndex = gl::ImageIndex::Make3D(level - 1);
gl::ImageIndex destIndex = gl::ImageIndex::Make3D(level);
RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(srcIndex));
RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(destIndex));
generateMipmapLayer(source, dest);
}
}
ID3D11Resource *TextureStorage11_3D::getSwizzleTexture()
{
if (!mSwizzleTexture)
{
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE3D_DESC desc;
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.Depth = mTextureDepth;
desc.MipLevels = mMipLevels;
desc.Format = mSwizzleTextureFormat;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
HRESULT result = device->CreateTexture3D(&desc, NULL, &mSwizzleTexture);
if (result == E_OUTOFMEMORY)
{
return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11Texture3D*>(NULL));
}
ASSERT(SUCCEEDED(result));
}
return mSwizzleTexture;
}
ID3D11RenderTargetView *TextureStorage11_3D::getSwizzleRenderTarget(int mipLevel)
{
if (mipLevel >= 0 && mipLevel < getLevelCount())
{
if (!mSwizzleRenderTargets[mipLevel])
{
ID3D11Resource *swizzleTexture = getSwizzleTexture();
if (!swizzleTexture)
{
return NULL;
}
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mSwizzleRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture3D.FirstWSlice = 0;
rtvDesc.Texture3D.WSize = -1;
HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
if (result == E_OUTOFMEMORY)
{
return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11RenderTargetView*>(NULL));
}
ASSERT(SUCCEEDED(result));
}
return mSwizzleRenderTargets[mipLevel];
}
else
{
return NULL;
}
}
TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer *renderer, GLenum internalformat, bool renderTarget,
GLsizei width, GLsizei height, GLsizei depth, int levels)
: TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderTarget))
{
mTexture = NULL;
mSwizzleTexture = NULL;
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
mSwizzleRenderTargets[level] = NULL;
}
const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat);
mTextureFormat = formatInfo.texFormat;
mShaderResourceFormat = formatInfo.srvFormat;
mDepthStencilFormat = formatInfo.dsvFormat;
mRenderTargetFormat = formatInfo.rtvFormat;
mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
// if the width, height or depth is not positive this should be treated as an incomplete texture
// we handle that here by skipping the d3d texture creation
if (width > 0 && height > 0 && depth > 0)
{
// adjust size if needed for compressed textures
d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
desc.Width = width;
desc.Height = height;
desc.MipLevels = ((levels > 0) ? (mTopLevel + levels) : 0);
desc.ArraySize = depth;
desc.Format = mTextureFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = getBindFlags();
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
// this can happen from windows TDR
if (d3d11::isDeviceLostError(result))
{
mRenderer->notifyDeviceLost();
gl::error(GL_OUT_OF_MEMORY);
}
else if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
ERR("Creating image failed.");
gl::error(GL_OUT_OF_MEMORY);
}
else
{
mTexture->GetDesc(&desc);
mMipLevels = desc.MipLevels;
mTextureWidth = desc.Width;
mTextureHeight = desc.Height;
mTextureDepth = desc.ArraySize;
}
}
initializeSerials(getLevelCount() * depth, depth);
}
TextureStorage11_2DArray::~TextureStorage11_2DArray()
{
for (ImageMap::iterator i = mAssociatedImages.begin(); i != mAssociatedImages.end(); i++)
{
bool imageAssociationCorrect = i->second->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// We must let the Images recover their data before we delete it from the TextureStorage.
i->second->recoverFromAssociatedStorage();
}
}
mAssociatedImages.clear();
SafeRelease(mTexture);
SafeRelease(mSwizzleTexture);
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
SafeRelease(mSwizzleRenderTargets[level]);
}
for (RenderTargetMap::iterator i = mRenderTargets.begin(); i != mRenderTargets.end(); i++)
{
SafeDelete(i->second);
}
mRenderTargets.clear();
}
TextureStorage11_2DArray *TextureStorage11_2DArray::makeTextureStorage11_2DArray(TextureStorage *storage)
{
ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2DArray*, storage));
return static_cast<TextureStorage11_2DArray*>(storage);
}
void TextureStorage11_2DArray::associateImage(Image11* image, int level, int layerTarget)
{
ASSERT(0 <= level && level < getLevelCount());
if (0 <= level && level < getLevelCount())
{
LevelLayerKey key(level, layerTarget);
mAssociatedImages[key] = image;
}
}
bool TextureStorage11_2DArray::isAssociatedImageValid(int level, int layerTarget, Image11* expectedImage)
{
LevelLayerKey key(level, layerTarget);
// This validation check should never return false. It means the Image/TextureStorage association is broken.
bool retValue = (mAssociatedImages.find(key) != mAssociatedImages.end() && (mAssociatedImages[key] == expectedImage));
ASSERT(retValue);
return retValue;
}
// disassociateImage allows an Image to end its association with a Storage.
void TextureStorage11_2DArray::disassociateImage(int level, int layerTarget, Image11* expectedImage)
{
LevelLayerKey key(level, layerTarget);
bool imageAssociationCorrect = (mAssociatedImages.find(key) != mAssociatedImages.end() && (mAssociatedImages[key] == expectedImage));
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
mAssociatedImages[key] = NULL;
}
}
// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
void TextureStorage11_2DArray::releaseAssociatedImage(int level, int layerTarget, Image11* incomingImage)
{
LevelLayerKey key(level, layerTarget);
ASSERT(mAssociatedImages.find(key) != mAssociatedImages.end());
if (mAssociatedImages.find(key) != mAssociatedImages.end())
{
if (mAssociatedImages[key] != NULL && mAssociatedImages[key] != incomingImage)
{
// Ensure that the Image is still associated with this TextureStorage. This should be true.
bool imageAssociationCorrect = mAssociatedImages[key]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// Force the image to recover from storage before its data is overwritten.
// This will reset mAssociatedImages[level] to NULL too.
mAssociatedImages[key]->recoverFromAssociatedStorage();
}
}
}
}
ID3D11Resource *TextureStorage11_2DArray::getResource() const
{
return mTexture;
}
ID3D11ShaderResourceView *TextureStorage11_2DArray::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture)
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
srvDesc.Texture2DArray.MipLevels = mipLevels;
srvDesc.Texture2DArray.FirstArraySlice = 0;
srvDesc.Texture2DArray.ArraySize = mTextureDepth;
ID3D11ShaderResourceView *SRV = NULL;
ID3D11Device *device = mRenderer->getDevice();
HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, &SRV);
if (result == E_OUTOFMEMORY)
{
gl::error(GL_OUT_OF_MEMORY);
}
ASSERT(SUCCEEDED(result));
return SRV;
}
RenderTarget *TextureStorage11_2DArray::getRenderTarget(const gl::ImageIndex &index)
{
ASSERT(index.hasLayer());
int mipLevel = index.mipIndex;
int layer = index.layerIndex;
if (mipLevel >= 0 && mipLevel < getLevelCount())
{
LevelLayerKey key(mipLevel, layer);
if (mRenderTargets.find(key) == mRenderTargets.end())
{
ID3D11Device *device = mRenderer->getDevice();
HRESULT result;
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = mShaderResourceFormat;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + mipLevel;
srvDesc.Texture2DArray.MipLevels = 1;
srvDesc.Texture2DArray.FirstArraySlice = layer;
srvDesc.Texture2DArray.ArraySize = 1;
ID3D11ShaderResourceView *srv;
result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
if (result == E_OUTOFMEMORY)
{
return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
}
ASSERT(SUCCEEDED(result));
if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture2DArray.FirstArraySlice = layer;
rtvDesc.Texture2DArray.ArraySize = 1;
ID3D11RenderTargetView *rtv;
result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
if (result == E_OUTOFMEMORY)
{
SafeRelease(srv);
return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
}
ASSERT(SUCCEEDED(result));
mRenderTargets[key] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1);
// RenderTarget will take ownership of these resources
SafeRelease(rtv);
SafeRelease(srv);
}
else
{
UNREACHABLE();
}
}
return mRenderTargets[key];
}
else
{
return NULL;
}
}
void TextureStorage11_2DArray::generateMipmaps()
{
// Base level must already be defined
for (int level = 0; level < getLevelCount(); level++)
{
invalidateSwizzleCacheLevel(level);
for (unsigned int layer = 0; layer < mTextureDepth; layer++)
{
gl::ImageIndex sourceIndex = gl::ImageIndex::Make2DArray(level - 1, layer);
gl::ImageIndex destIndex = gl::ImageIndex::Make2DArray(level, layer);
RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(sourceIndex));
RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(destIndex));
generateMipmapLayer(source, dest);
}
}
}
ID3D11Resource *TextureStorage11_2DArray::getSwizzleTexture()
{
if (!mSwizzleTexture)
{
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.MipLevels = mMipLevels;
desc.ArraySize = mTextureDepth;
desc.Format = mSwizzleTextureFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
if (result == E_OUTOFMEMORY)
{
return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11Texture2D*>(NULL));
}
ASSERT(SUCCEEDED(result));
}
return mSwizzleTexture;
}
ID3D11RenderTargetView *TextureStorage11_2DArray::getSwizzleRenderTarget(int mipLevel)
{
if (mipLevel >= 0 && mipLevel < getLevelCount())
{
if (!mSwizzleRenderTargets[mipLevel])
{
ID3D11Resource *swizzleTexture = getSwizzleTexture();
if (!swizzleTexture)
{
return NULL;
}
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mSwizzleRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture2DArray.FirstArraySlice = 0;
rtvDesc.Texture2DArray.ArraySize = mTextureDepth;
HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
if (result == E_OUTOFMEMORY)
{
return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11RenderTargetView*>(NULL));
}
ASSERT(SUCCEEDED(result));
}
return mSwizzleRenderTargets[mipLevel];
}
else
{
return NULL;
}
}
}