Added 3D texture classes for TextureStorage and TextureStorageInterface.
TRAC #22705
Signed-off-by: Jamie Madill
Signed-off-by: Shannon Woods
Author: Geoff Lang
git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2161 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/TextureStorage11.cpp b/src/libGLESv2/renderer/TextureStorage11.cpp
index 667dbff..b9825a3 100644
--- a/src/libGLESv2/renderer/TextureStorage11.cpp
+++ b/src/libGLESv2/renderer/TextureStorage11.cpp
@@ -25,14 +25,14 @@
: mBindFlags(bindFlags),
mLodOffset(0),
mMipLevels(0),
- mTexture(NULL),
mTextureFormat(DXGI_FORMAT_UNKNOWN),
mShaderResourceFormat(DXGI_FORMAT_UNKNOWN),
mRenderTargetFormat(DXGI_FORMAT_UNKNOWN),
mDepthStencilFormat(DXGI_FORMAT_UNKNOWN),
mSRV(NULL),
mTextureWidth(0),
- mTextureHeight(0)
+ mTextureHeight(0),
+ mTextureDepth(0)
{
mRenderer = Renderer11::makeRenderer11(renderer);
}
@@ -91,12 +91,6 @@
{
return mBindFlags;
}
-
-ID3D11Texture2D *TextureStorage11::getBaseTexture() const
-{
- return mTexture;
-}
-
int TextureStorage11::getLodOffset() const
{
return mLodOffset;
@@ -106,7 +100,7 @@
{
return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0;
}
-
+
bool TextureStorage11::isManaged() const
{
return false;
@@ -132,9 +126,9 @@
return index;
}
-bool TextureStorage11::updateSubresourceLevel(ID3D11Texture2D *srcTexture, unsigned int sourceSubresource,
- int level, int face, GLint xoffset, GLint yoffset,
- GLsizei width, GLsizei height)
+bool TextureStorage11::updateSubresourceLevel(ID3D11Resource *srcTexture, unsigned int sourceSubresource,
+ int level, int face, GLint xoffset, GLint yoffset, GLint zoffset,
+ GLsizei width, GLsizei height, GLsizei depth)
{
if (srcTexture)
{
@@ -148,14 +142,14 @@
srcBox.top = yoffset;
srcBox.right = xoffset + width;
srcBox.bottom = yoffset + height;
- srcBox.front = 0;
- srcBox.back = 1;
+ srcBox.front = zoffset;
+ srcBox.back = zoffset + depth;
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
-
+
ASSERT(getBaseTexture());
context->CopySubresourceRegion(getBaseTexture(), getSubresourceIndex(level + mLodOffset, face),
- xoffset, yoffset, 0, srcTexture, sourceSubresource, &srcBox);
+ xoffset, yoffset, zoffset, srcTexture, sourceSubresource, &srcBox);
return true;
}
@@ -216,6 +210,7 @@
mTextureFormat = texDesc.Format;
mTextureWidth = texDesc.Width;
mTextureHeight = texDesc.Height;
+ mTextureDepth = 1;
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
mSRV->GetDesc(&srvDesc);
@@ -233,6 +228,7 @@
TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
: TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
{
+ mTexture = NULL;
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mRenderTarget[i] = NULL;
@@ -296,6 +292,7 @@
mMipLevels = desc.MipLevels;
mTextureWidth = desc.Width;
mTextureHeight = desc.Height;
+ mTextureDepth = 1;
}
}
}
@@ -327,6 +324,11 @@
return static_cast<TextureStorage11_2D*>(storage);
}
+ID3D11Resource *TextureStorage11_2D::getBaseTexture() const
+{
+ return mTexture;
+}
+
RenderTarget *TextureStorage11_2D::getRenderTarget(int level)
{
if (level >= 0 && level < static_cast<int>(mMipLevels))
@@ -451,6 +453,7 @@
TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
: TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
{
+ mTexture = NULL;
for (unsigned int i = 0; i < 6; i++)
{
for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++)
@@ -512,6 +515,7 @@
mMipLevels = desc.MipLevels;
mTextureWidth = desc.Width;
mTextureHeight = desc.Height;
+ mTextureDepth = 1;
}
}
}
@@ -546,6 +550,11 @@
return static_cast<TextureStorage11_Cube*>(storage);
}
+ID3D11Resource *TextureStorage11_Cube::getBaseTexture() const
+{
+ return mTexture;
+}
+
RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget, int level)
{
unsigned int faceIdx = gl::TextureCubeMap::faceIndex(faceTarget);
@@ -673,4 +682,118 @@
generateMipmapLayer(source, dest);
}
+TextureStorage11_3D::TextureStorage11_3D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage,
+ GLsizei width, GLsizei height, GLsizei depth)
+ : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, false))
+{
+ mTexture = NULL;
+
+ DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
+ ASSERT(!d3d11::IsDepthStencilFormat(convertedFormat));
+
+ mTextureFormat = convertedFormat;
+ mShaderResourceFormat = convertedFormat;
+ mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
+ mRenderTargetFormat = convertedFormat;
+
+ // 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
+ gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE3D_DESC desc;
+ desc.Width = width;
+ desc.Height = height;
+ desc.Depth = depth;
+ desc.MipLevels = (levels > 0) ? levels + mLodOffset : 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;
+ }
+ }
+}
+
+TextureStorage11_3D::~TextureStorage11_3D()
+{
+ if (mTexture)
+ {
+ mTexture->Release();
+ mTexture = NULL;
+ }
+
+ if (mSRV)
+ {
+ mSRV->Release();
+ mSRV = NULL;
+ }
+}
+
+TextureStorage11_3D *TextureStorage11_3D::makeTextureStorage11_3D(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_3D*, storage));
+ return static_cast<TextureStorage11_3D*>(storage);
+}
+
+ID3D11Resource *TextureStorage11_3D::getBaseTexture() const
+{
+ return mTexture;
+}
+
+ID3D11ShaderResourceView *TextureStorage11_3D::getSRV()
+{
+ if (!mSRV)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = mShaderResourceFormat;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
+ srvDesc.Texture3D.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
+ srvDesc.Texture3D.MostDetailedMip = 0;
+
+ HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+ }
+
+ return mSRV;
+}
+
+void TextureStorage11_3D::generateMipmap(int level)
+{
+ UNIMPLEMENTED();
+}
+
}