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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