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daniel@transgaming.comb5e1a272012-10-31 19:10:00 +00001//
2// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// TextureStorage.cpp: Implements the abstract gl::TextureStorage class and its concrete derived
8// classes TextureStorage2D and TextureStorageCubeMap, which act as the interface to the
9// D3D-side texture.
10
11#include "libGLESv2/main.h"
12#include "libGLESv2/renderer/TextureStorage.h"
daniel@transgaming.com25ee7442012-10-31 19:51:56 +000013#include "libGLESv2/renderer/SwapChain.h"
daniel@transgaming.com0ad830b2012-10-31 19:52:12 +000014#include "libGLESv2/Blit.h"
daniel@transgaming.comb5e1a272012-10-31 19:10:00 +000015
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000016#include "libGLESv2/renderer/renderer9_utils.h"
17
daniel@transgaming.comb5e1a272012-10-31 19:10:00 +000018#include "common/debug.h"
19
20namespace gl
21{
22unsigned int TextureStorage::mCurrentTextureSerial = 1;
23
daniel@transgaming.coma9571682012-11-28 19:33:08 +000024TextureStorage::TextureStorage(rx::Renderer9 *renderer, DWORD usage)
daniel@transgaming.comb5e1a272012-10-31 19:10:00 +000025 : mD3DUsage(usage),
daniel@transgaming.coma9571682012-11-28 19:33:08 +000026 mD3DPool(renderer->getTexturePool(usage)),
daniel@transgaming.com70062c92012-11-28 19:32:30 +000027 mRenderer(renderer),
daniel@transgaming.comb5e1a272012-10-31 19:10:00 +000028 mTextureSerial(issueTextureSerial()),
29 mLodOffset(0)
30{
31}
32
33TextureStorage::~TextureStorage()
34{
35}
36
daniel@transgaming.comdf14c762012-10-31 19:51:48 +000037DWORD TextureStorage::GetTextureUsage(D3DFORMAT d3dfmt, GLenum glusage, bool forceRenderable)
38{
39 DWORD d3dusage = 0;
40
41 if (d3dfmt == D3DFMT_INTZ)
42 {
43 d3dusage |= D3DUSAGE_DEPTHSTENCIL;
44 }
45 else if(forceRenderable || (TextureStorage::IsTextureFormatRenderable(d3dfmt) && (glusage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE)))
46 {
47 d3dusage |= D3DUSAGE_RENDERTARGET;
48 }
49 return d3dusage;
50}
51
52bool TextureStorage::IsTextureFormatRenderable(D3DFORMAT format)
53{
54 if (format == D3DFMT_INTZ)
55 {
56 return true;
57 }
58 switch(format)
59 {
60 case D3DFMT_L8:
61 case D3DFMT_A8L8:
62 case D3DFMT_DXT1:
63 case D3DFMT_DXT3:
64 case D3DFMT_DXT5:
65 return false;
66 case D3DFMT_A8R8G8B8:
67 case D3DFMT_X8R8G8B8:
68 case D3DFMT_A16B16G16R16F:
69 case D3DFMT_A32B32G32R32F:
70 return true;
71 default:
72 UNREACHABLE();
73 }
74
75 return false;
76}
77
daniel@transgaming.com0ad830b2012-10-31 19:52:12 +000078Blit *TextureStorage::getBlitter()
79{
80 Context *context = getContext();
81 return context->getBlitter();
82}
83
daniel@transgaming.comb5e1a272012-10-31 19:10:00 +000084bool TextureStorage::isRenderTarget() const
85{
86 return (mD3DUsage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL)) != 0;
87}
88
89bool TextureStorage::isManaged() const
90{
91 return (mD3DPool == D3DPOOL_MANAGED);
92}
93
94D3DPOOL TextureStorage::getPool() const
95{
96 return mD3DPool;
97}
98
99DWORD TextureStorage::getUsage() const
100{
101 return mD3DUsage;
102}
103
104unsigned int TextureStorage::getTextureSerial() const
105{
106 return mTextureSerial;
107}
108
109unsigned int TextureStorage::issueTextureSerial()
110{
111 return mCurrentTextureSerial++;
112}
113
114int TextureStorage::getLodOffset() const
115{
116 return mLodOffset;
117}
118
daniel@transgaming.com690d8ae2012-10-31 19:52:08 +0000119int TextureStorage::levelCount()
120{
121 return getBaseTexture() ? getBaseTexture()->GetLevelCount() - getLodOffset() : 0;
122}
123
daniel@transgaming.coma9571682012-11-28 19:33:08 +0000124TextureStorage2D::TextureStorage2D(rx::Renderer9 *renderer, rx::SwapChain *swapchain) : TextureStorage(renderer, D3DUSAGE_RENDERTARGET), mRenderTargetSerial(RenderbufferStorage::issueSerial())
daniel@transgaming.comb5e1a272012-10-31 19:10:00 +0000125{
daniel@transgaming.com25ee7442012-10-31 19:51:56 +0000126 IDirect3DTexture9 *surfaceTexture = swapchain->getOffscreenTexture();
daniel@transgaming.comb5e1a272012-10-31 19:10:00 +0000127 mTexture = surfaceTexture;
128}
129
daniel@transgaming.coma9571682012-11-28 19:33:08 +0000130TextureStorage2D::TextureStorage2D(rx::Renderer9 *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
131 : TextureStorage(renderer, GetTextureUsage(renderer->ConvertTextureInternalFormat(internalformat), usage, forceRenderable)),
daniel@transgaming.comf032cb82012-10-31 19:51:52 +0000132 mRenderTargetSerial(RenderbufferStorage::issueSerial())
daniel@transgaming.comb5e1a272012-10-31 19:10:00 +0000133{
134 mTexture = NULL;
135 // if the width or height is not positive this should be treated as an incomplete texture
136 // we handle that here by skipping the d3d texture creation
137 if (width > 0 && height > 0)
138 {
daniel@transgaming.coma9571682012-11-28 19:33:08 +0000139 IDirect3DDevice9 *device = renderer->getDevice(); // D3D9_REPLACE
daniel@transgaming.comf032cb82012-10-31 19:51:52 +0000140 MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset);
141 HRESULT result = device->CreateTexture(width, height, levels ? levels + mLodOffset : 0, getUsage(),
daniel@transgaming.coma9571682012-11-28 19:33:08 +0000142 renderer->ConvertTextureInternalFormat(internalformat), getPool(), &mTexture, NULL);
daniel@transgaming.comb5e1a272012-10-31 19:10:00 +0000143
144 if (FAILED(result))
145 {
146 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
147 error(GL_OUT_OF_MEMORY);
148 }
149 }
150}
151
152TextureStorage2D::~TextureStorage2D()
153{
154 if (mTexture)
155 {
156 mTexture->Release();
157 }
158}
159
160// Increments refcount on surface.
161// caller must Release() the returned surface
162IDirect3DSurface9 *TextureStorage2D::getSurfaceLevel(int level, bool dirty)
163{
164 IDirect3DSurface9 *surface = NULL;
165
166 if (mTexture)
167 {
168 HRESULT result = mTexture->GetSurfaceLevel(level + mLodOffset, &surface);
169 ASSERT(SUCCEEDED(result));
170
171 // With managed textures the driver needs to be informed of updates to the lower mipmap levels
172 if (level != 0 && isManaged() && dirty)
173 {
174 mTexture->AddDirtyRect(NULL);
175 }
176 }
177
178 return surface;
179}
180
daniel@transgaming.com0ad830b2012-10-31 19:52:12 +0000181void TextureStorage2D::generateMipmap(int level)
182{
183 IDirect3DSurface9 *upper = getSurfaceLevel(level - 1, false);
184 IDirect3DSurface9 *lower = getSurfaceLevel(level, true);
185
186 if (upper != NULL && lower != NULL)
187 {
188 getBlitter()->boxFilter(upper, lower);
189 }
190
191 if (upper != NULL) upper->Release();
192 if (lower != NULL) lower->Release();
193}
194
daniel@transgaming.comb5e1a272012-10-31 19:10:00 +0000195IDirect3DBaseTexture9 *TextureStorage2D::getBaseTexture() const
196{
197 return mTexture;
198}
199
200unsigned int TextureStorage2D::getRenderTargetSerial(GLenum target) const
201{
202 return mRenderTargetSerial;
203}
204
daniel@transgaming.coma9571682012-11-28 19:33:08 +0000205TextureStorageCubeMap::TextureStorageCubeMap(rx::Renderer9 *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
206 : TextureStorage(renderer, GetTextureUsage(renderer->ConvertTextureInternalFormat(internalformat), usage, forceRenderable)),
daniel@transgaming.comf032cb82012-10-31 19:51:52 +0000207 mFirstRenderTargetSerial(RenderbufferStorage::issueCubeSerials())
daniel@transgaming.comb5e1a272012-10-31 19:10:00 +0000208{
209 mTexture = NULL;
210 // if the size is not positive this should be treated as an incomplete texture
211 // we handle that here by skipping the d3d texture creation
212 if (size > 0)
213 {
daniel@transgaming.coma9571682012-11-28 19:33:08 +0000214 IDirect3DDevice9 *device = renderer->getDevice();
daniel@transgaming.comb5e1a272012-10-31 19:10:00 +0000215 int height = size;
daniel@transgaming.comf032cb82012-10-31 19:51:52 +0000216 MakeValidSize(false, gl::IsCompressed(internalformat), &size, &height, &mLodOffset);
217 HRESULT result = device->CreateCubeTexture(size, levels ? levels + mLodOffset : 0, getUsage(),
daniel@transgaming.coma9571682012-11-28 19:33:08 +0000218 renderer->ConvertTextureInternalFormat(internalformat), getPool(), &mTexture, NULL);
daniel@transgaming.comb5e1a272012-10-31 19:10:00 +0000219
220 if (FAILED(result))
221 {
222 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
223 error(GL_OUT_OF_MEMORY);
224 }
225 }
226}
227
228TextureStorageCubeMap::~TextureStorageCubeMap()
229{
230 if (mTexture)
231 {
232 mTexture->Release();
233 }
234}
235
daniel@transgaming.comb5e1a272012-10-31 19:10:00 +0000236// Increments refcount on surface.
237// caller must Release() the returned surface
238IDirect3DSurface9 *TextureStorageCubeMap::getCubeMapSurface(GLenum faceTarget, int level, bool dirty)
239{
240 IDirect3DSurface9 *surface = NULL;
241
242 if (mTexture)
243 {
244 D3DCUBEMAP_FACES face = es2dx::ConvertCubeFace(faceTarget);
245 HRESULT result = mTexture->GetCubeMapSurface(face, level + mLodOffset, &surface);
246 ASSERT(SUCCEEDED(result));
247
248 // With managed textures the driver needs to be informed of updates to the lower mipmap levels
249 if (level != 0 && isManaged() && dirty)
250 {
251 mTexture->AddDirtyRect(face, NULL);
252 }
253 }
254
255 return surface;
256}
257
daniel@transgaming.com0ad830b2012-10-31 19:52:12 +0000258void TextureStorageCubeMap::generateMipmap(int face, int level)
259{
260 IDirect3DSurface9 *upper = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level - 1, false);
261 IDirect3DSurface9 *lower = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level, true);
262
263 if (upper != NULL && lower != NULL)
264 {
265 getBlitter()->boxFilter(upper, lower);
266 }
267
268 if (upper != NULL) upper->Release();
269 if (lower != NULL) lower->Release();
270}
271
daniel@transgaming.comb5e1a272012-10-31 19:10:00 +0000272IDirect3DBaseTexture9 *TextureStorageCubeMap::getBaseTexture() const
273{
274 return mTexture;
275}
276
277unsigned int TextureStorageCubeMap::getRenderTargetSerial(GLenum target) const
278{
279 return mFirstRenderTargetSerial + TextureCubeMap::faceIndex(target);
280}
281
282}