Adds TextureStorage11 class and 2D descendant
TRAC #22009
Author: Shannon Woods
Signed-off-by: Nicolas Capens
Signed-off-by: Daniel Koch
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1648 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/TextureStorage11.cpp b/src/libGLESv2/renderer/TextureStorage11.cpp
new file mode 100644
index 0000000..a45b478
--- /dev/null
+++ b/src/libGLESv2/renderer/TextureStorage11.cpp
@@ -0,0 +1,228 @@
+//
+// Copyright (c) 2012 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/TextureStorage11.h"
+
+#include "libGLESv2/renderer/Renderer11.h"
+#include "libGLESv2/renderer/RenderTarget11.h"
+#include "libGLESv2/renderer/SwapChain11.h"
+#include "libGLESv2/renderer/renderer11_utils.h"
+
+#include "libGLESv2/main.h"
+
+namespace rx
+{
+
+TextureStorage11::TextureStorage11(Renderer *renderer, UINT bindFlags)
+ : mBindFlags(bindFlags),
+ mLodOffset(0)
+{
+ mRenderer = Renderer11::makeRenderer11(renderer);
+}
+
+TextureStorage11::~TextureStorage11()
+{
+}
+
+TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage)
+{
+ ASSERT(dynamic_cast<TextureStorage11*>(storage) != NULL);
+ return static_cast<TextureStorage11*>(storage);
+}
+
+DWORD TextureStorage11::GetTextureBindFlags(DXGI_FORMAT format, GLenum glusage, bool forceRenderable)
+{
+ UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
+
+ if (format == DXGI_FORMAT_D24_UNORM_S8_UINT)
+ {
+ bindFlags |= D3D11_BIND_DEPTH_STENCIL;
+ }
+ else if(forceRenderable || (TextureStorage11::IsTextureFormatRenderable(format) && (glusage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE)))
+ {
+ bindFlags |= D3D11_BIND_RENDER_TARGET;
+ }
+ return bindFlags;
+}
+
+bool TextureStorage11::IsTextureFormatRenderable(DXGI_FORMAT format)
+{
+ switch(format)
+ {
+ case DXGI_FORMAT_R8G8B8A8_UNORM:
+ case DXGI_FORMAT_A8_UNORM:
+ case DXGI_FORMAT_R32G32B32A32_FLOAT:
+ case DXGI_FORMAT_R32G32B32_FLOAT:
+ case DXGI_FORMAT_R16G16B16A16_FLOAT:
+ case DXGI_FORMAT_B8G8R8A8_UNORM:
+ case DXGI_FORMAT_R8_UNORM:
+ case DXGI_FORMAT_R8G8_UNORM:
+ case DXGI_FORMAT_R16_FLOAT:
+ case DXGI_FORMAT_R16G16_FLOAT:
+ return true;
+ case DXGI_FORMAT_BC1_UNORM:
+ case DXGI_FORMAT_BC2_UNORM:
+ case DXGI_FORMAT_BC3_UNORM:
+ return false;
+ default:
+ UNREACHABLE();
+ return false;
+ }
+}
+
+UINT TextureStorage11::getBindFlags() const
+{
+ return mBindFlags;
+}
+
+int TextureStorage11::getLodOffset() const
+{
+ return mLodOffset;
+}
+
+bool TextureStorage11::isRenderTarget() const
+{
+ return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0;
+}
+
+bool TextureStorage11::isManaged() const
+{
+ return false;
+}
+
+// TODO - We should store level count internally at creation time instead
+// of making driver calls to determine it each time levelCount() is called.
+int TextureStorage11::levelCount()
+{
+ int levels = 0;
+ if (getBaseTexture())
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ getBaseTexture()->GetDesc(&desc);
+ levels = desc.MipLevels - getLodOffset();
+ }
+ return levels;
+}
+
+TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain)
+ : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE)
+{
+ ID3D11Texture2D *surfaceTexture = swapchain->getOffscreenTexture();
+ mTexture = surfaceTexture;
+
+ D3D11_TEXTURE2D_DESC desc;
+ surfaceTexture->GetDesc(&desc);
+
+ initializeRenderTarget(desc.Format, desc.Width, desc.Height);
+}
+
+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;
+ DXGI_FORMAT format = gl_d3d11::ConvertTextureFormat(internalformat);
+ // 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
+ gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = width; // Compressed texture size constraints?
+ desc.Height = height;
+ desc.MipLevels = levels + mLodOffset;
+ desc.ArraySize = 1;
+ desc.Format = format;
+ 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);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ ERR("Creating image failed.");
+ error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ initializeRenderTarget(format, width, height);
+}
+
+TextureStorage11_2D::~TextureStorage11_2D()
+{
+ if (mTexture)
+ mTexture->Release();
+}
+
+TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage)
+{
+ ASSERT(dynamic_cast<TextureStorage11_2D*>(storage) != NULL);
+ return static_cast<TextureStorage11_2D*>(storage);
+}
+
+RenderTarget *TextureStorage11_2D::getRenderTarget() const
+{
+ return mRenderTarget;
+}
+
+ID3D11Texture2D *TextureStorage11_2D::getBaseTexture() const
+{
+ return mTexture;
+}
+
+void TextureStorage11_2D::generateMipmap(int level)
+{
+ // TODO
+ UNIMPLEMENTED();
+}
+
+void TextureStorage11_2D::initializeRenderTarget(DXGI_FORMAT format, int width, int height)
+{
+ mRenderTarget = NULL;
+
+ if (mTexture != NULL && isRenderTarget())
+ {
+ if (getBindFlags() & D3D11_BIND_RENDER_TARGET)
+ {
+ // Create render target view -- texture should already be created with
+ // BIND_RENDER_TARGET flag.
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = format;
+ rtvDesc.Texture2D.MipSlice = 0;
+
+ ID3D11RenderTargetView *renderTargetView;
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result = device->CreateRenderTargetView(mTexture, &rtvDesc, &renderTargetView);
+
+ if (result == E_OUTOFMEMORY)
+ return;
+
+ ASSERT(SUCCESS(result));
+
+ mRenderTarget = new RenderTarget11(mRenderer, renderTargetView, width, height);
+ }
+ else if (getBindFlags() & D3D11_BIND_DEPTH_STENCIL)
+ {
+ // TODO
+ UNIMPLEMENTED();
+ }
+ else
+ UNREACHABLE();
+ }
+}
+
+}
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