RenderTarget11 now stores a shader resource.
TRAC #22358
Signed-off-by: Nicolas Capens
Signed-off-by: Shannon Woods
Author: Geoff Lang
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1744 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/RenderTarget11.cpp b/src/libGLESv2/renderer/RenderTarget11.cpp
index 0fb5043..98cc78d 100644
--- a/src/libGLESv2/renderer/RenderTarget11.cpp
+++ b/src/libGLESv2/renderer/RenderTarget11.cpp
@@ -177,44 +177,46 @@
return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels);
}
-RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11RenderTargetView *view, GLsizei width, GLsizei height)
+RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11RenderTargetView *rtv, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height)
{
mRenderer = Renderer11::makeRenderer11(renderer);
- mRenderTarget = view;
+ mRenderTarget = rtv;
mDepthStencil = NULL;
+ mShaderResource = srv;
if (mRenderTarget)
{
D3D11_RENDER_TARGET_VIEW_DESC desc;
- view->GetDesc(&desc);
+ mRenderTarget->GetDesc(&desc);
mSubresourceIndex = getRTVSubresourceIndex(mRenderTarget);
mWidth = width;
mHeight = height;
- mInternalFormat = d3d11_gl::ConvertRenderbufferFormat(desc.Format);
- mActualFormat = d3d11_gl::ConvertRenderbufferFormat(desc.Format);
+ mInternalFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format);
+ mActualFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format);
mSamples = 1; // TEMP?
}
}
-RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11DepthStencilView *view, GLsizei width, GLsizei height)
+RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11DepthStencilView *dsv, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height)
{
mRenderer = Renderer11::makeRenderer11(renderer);
mRenderTarget = NULL;
- mDepthStencil = view;
+ mDepthStencil = dsv;
+ mShaderResource = srv;
if (mDepthStencil)
{
D3D11_DEPTH_STENCIL_VIEW_DESC desc;
- view->GetDesc(&desc);
+ mDepthStencil->GetDesc(&desc);
mSubresourceIndex = getDSVSubresourceIndex(mDepthStencil);
mWidth = width;
mHeight = height;
- mInternalFormat = d3d11_gl::ConvertRenderbufferFormat(desc.Format);
- mActualFormat = d3d11_gl::ConvertRenderbufferFormat(desc.Format);
+ mInternalFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format);
+ mActualFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format);
mSamples = 1; // TEMP?
}
}
@@ -224,6 +226,7 @@
mRenderer = Renderer11::makeRenderer11(renderer);
mRenderTarget = NULL;
mDepthStencil = NULL;
+ mShaderResource = NULL;
DXGI_FORMAT requestedFormat = gl_d3d11::ConvertRenderbufferFormat(format);
int supportedSamples = 0; // TODO - Multisample support query
@@ -251,43 +254,68 @@
desc.Usage = D3D11_USAGE_DEFAULT;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
- desc.BindFlags = (depth ? D3D11_BIND_DEPTH_STENCIL : D3D11_BIND_RENDER_TARGET);
+ desc.BindFlags = (depth ? D3D11_BIND_DEPTH_STENCIL : (D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE));
ID3D11Texture2D *rtTexture = NULL;
ID3D11Device *device = mRenderer->getDevice();
HRESULT result = device->CreateTexture2D(&desc, NULL, &rtTexture);
- if (SUCCEEDED(result))
- {
- if (depth)
- {
- D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
- dsvDesc.Format = requestedFormat;
- dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
- dsvDesc.Texture2D.MipSlice = 0;
- dsvDesc.Flags = 0;
- result = device->CreateDepthStencilView(rtTexture, &dsvDesc, &mDepthStencil);
- }
- else
- {
- D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = requestedFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
- rtvDesc.Texture2D.MipSlice = 0;
- result = device->CreateRenderTargetView(rtTexture, &rtvDesc, &mRenderTarget);
- }
-
- rtTexture->Release();
- }
-
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
{
error(GL_OUT_OF_MEMORY);
-
return;
}
-
ASSERT(SUCCEEDED(result));
+
+ if (depth)
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = requestedFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
+ dsvDesc.Texture2D.MipSlice = 0;
+ dsvDesc.Flags = 0;
+ result = device->CreateDepthStencilView(rtTexture, &dsvDesc, &mDepthStencil);
+
+ if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
+ {
+ rtTexture->Release();
+ error(GL_OUT_OF_MEMORY);
+ return;
+ }
+ ASSERT(SUCCEEDED(result));
+ }
+ else
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = requestedFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = 0;
+ result = device->CreateRenderTargetView(rtTexture, &rtvDesc, &mRenderTarget);
+
+ if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
+ {
+ rtTexture->Release();
+ error(GL_OUT_OF_MEMORY);
+ return;
+ }
+ ASSERT(SUCCEEDED(result));
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = requestedFormat;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ srvDesc.Texture2D.MipLevels = 1;
+ result = device->CreateShaderResourceView(rtTexture, &srvDesc, &mShaderResource);
+
+ if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
+ {
+ rtTexture->Release();
+ mRenderTarget->Release();
+ error(GL_OUT_OF_MEMORY);
+ return;
+ }
+ ASSERT(SUCCEEDED(result));
+ }
}
mWidth = width;
@@ -303,11 +331,19 @@
if (mRenderTarget)
{
mRenderTarget->Release();
+ mRenderTarget = NULL;
}
if (mDepthStencil)
{
mDepthStencil->Release();
+ mDepthStencil = NULL;
+ }
+
+ if (mShaderResource)
+ {
+ mShaderResource->Release();
+ mShaderResource = NULL;
}
}
@@ -339,9 +375,20 @@
return mDepthStencil;
}
+// Adds reference, caller must call Release
+ID3D11ShaderResourceView *RenderTarget11::getShaderResourceView() const
+{
+ if (mShaderResource)
+ {
+ mShaderResource->AddRef();
+ }
+
+ return mShaderResource;
+}
+
unsigned int RenderTarget11::getSubresourceIndex() const
{
return mSubresourceIndex;
}
-}
\ No newline at end of file
+}