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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com4834ee22013-01-11 04:06:16 +00002//
3// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
4// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived
9// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture.
10
11#include "libGLESv2/renderer/TextureStorage11.h"
12
13#include "libGLESv2/renderer/Renderer11.h"
14#include "libGLESv2/renderer/RenderTarget11.h"
15#include "libGLESv2/renderer/SwapChain11.h"
16#include "libGLESv2/renderer/renderer11_utils.h"
17
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000018#include "libGLESv2/utilities.h"
daniel@transgaming.com4834ee22013-01-11 04:06:16 +000019#include "libGLESv2/main.h"
20
21namespace rx
22{
23
24TextureStorage11::TextureStorage11(Renderer *renderer, UINT bindFlags)
25 : mBindFlags(bindFlags),
daniel@transgaming.comb1154552013-01-11 04:11:02 +000026 mLodOffset(0),
shannon.woods@transgaming.com53b0ecb2013-02-28 23:13:21 +000027 mMipLevels(0),
28 mTexture(NULL),
29 mTextureFormat(DXGI_FORMAT_UNKNOWN),
30 mShaderResourceFormat(DXGI_FORMAT_UNKNOWN),
31 mRenderTargetFormat(DXGI_FORMAT_UNKNOWN),
32 mDepthStencilFormat(DXGI_FORMAT_UNKNOWN),
shannon.woods@transgaming.com96c21ee2013-02-28 23:13:45 +000033 mSRV(NULL),
shannon.woods@transgaming.com53b0ecb2013-02-28 23:13:21 +000034 mTextureWidth(0),
35 mTextureHeight(0)
daniel@transgaming.com4834ee22013-01-11 04:06:16 +000036{
37 mRenderer = Renderer11::makeRenderer11(renderer);
38}
39
40TextureStorage11::~TextureStorage11()
41{
daniel@transgaming.com1e1b5e92013-01-11 04:11:27 +000042}
daniel@transgaming.com4834ee22013-01-11 04:06:16 +000043
44TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage)
45{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +000046 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11*, storage));
daniel@transgaming.com4834ee22013-01-11 04:06:16 +000047 return static_cast<TextureStorage11*>(storage);
48}
49
50DWORD TextureStorage11::GetTextureBindFlags(DXGI_FORMAT format, GLenum glusage, bool forceRenderable)
51{
52 UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
53
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000054 if (d3d11::IsDepthStencilFormat(format))
daniel@transgaming.com4834ee22013-01-11 04:06:16 +000055 {
56 bindFlags |= D3D11_BIND_DEPTH_STENCIL;
57 }
58 else if(forceRenderable || (TextureStorage11::IsTextureFormatRenderable(format) && (glusage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE)))
59 {
60 bindFlags |= D3D11_BIND_RENDER_TARGET;
61 }
62 return bindFlags;
63}
64
65bool TextureStorage11::IsTextureFormatRenderable(DXGI_FORMAT format)
66{
67 switch(format)
68 {
69 case DXGI_FORMAT_R8G8B8A8_UNORM:
70 case DXGI_FORMAT_A8_UNORM:
71 case DXGI_FORMAT_R32G32B32A32_FLOAT:
72 case DXGI_FORMAT_R32G32B32_FLOAT:
73 case DXGI_FORMAT_R16G16B16A16_FLOAT:
74 case DXGI_FORMAT_B8G8R8A8_UNORM:
75 case DXGI_FORMAT_R8_UNORM:
76 case DXGI_FORMAT_R8G8_UNORM:
77 case DXGI_FORMAT_R16_FLOAT:
78 case DXGI_FORMAT_R16G16_FLOAT:
79 return true;
80 case DXGI_FORMAT_BC1_UNORM:
81 case DXGI_FORMAT_BC2_UNORM:
82 case DXGI_FORMAT_BC3_UNORM:
83 return false;
84 default:
85 UNREACHABLE();
86 return false;
87 }
88}
89
90UINT TextureStorage11::getBindFlags() const
91{
92 return mBindFlags;
93}
94
shannon.woods@transgaming.com53b0ecb2013-02-28 23:13:21 +000095ID3D11Texture2D *TextureStorage11::getBaseTexture() const
96{
97 return mTexture;
98}
99
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000100int TextureStorage11::getLodOffset() const
101{
102 return mLodOffset;
103}
104
105bool TextureStorage11::isRenderTarget() const
106{
107 return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0;
108}
109
110bool TextureStorage11::isManaged() const
111{
112 return false;
113}
114
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000115int TextureStorage11::levelCount()
116{
117 int levels = 0;
118 if (getBaseTexture())
119 {
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000120 levels = mMipLevels - getLodOffset();
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000121 }
122 return levels;
123}
124
daniel@transgaming.com9a2f54d2013-01-11 04:06:36 +0000125UINT TextureStorage11::getSubresourceIndex(int level, int faceIndex)
126{
127 UINT index = 0;
128 if (getBaseTexture())
129 {
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000130 index = D3D11CalcSubresource(level, faceIndex, mMipLevels);
daniel@transgaming.com9a2f54d2013-01-11 04:06:36 +0000131 }
132 return index;
133}
134
shannon.woods@transgaming.com81ae58a2013-02-28 23:20:51 +0000135bool TextureStorage11::updateSubresourceLevel(ID3D11Texture2D *srcTexture, unsigned int sourceSubresource,
136 int level, int face, GLint xoffset, GLint yoffset,
137 GLsizei width, GLsizei height)
daniel@transgaming.com9a2f54d2013-01-11 04:06:36 +0000138{
139 if (srcTexture)
140 {
shannon.woods@transgaming.com7ae9e7f2013-02-28 23:13:27 +0000141 // Round up the width and height to the nearest multiple of dimension alignment
142 unsigned int dimensionAlignment = d3d11::GetTextureFormatDimensionAlignment(mTextureFormat);
143 width = width + dimensionAlignment - 1 - (width - 1) % dimensionAlignment;
144 height = height + dimensionAlignment - 1 - (height - 1) % dimensionAlignment;
145
daniel@transgaming.com9a2f54d2013-01-11 04:06:36 +0000146 D3D11_BOX srcBox;
147 srcBox.left = xoffset;
148 srcBox.top = yoffset;
149 srcBox.right = xoffset + width;
150 srcBox.bottom = yoffset + height;
151 srcBox.front = 0;
152 srcBox.back = 1;
153
154 ID3D11DeviceContext *context = mRenderer->getDeviceContext();
155
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000156 ASSERT(getBaseTexture());
shannon.woods@transgaming.com81ae58a2013-02-28 23:20:51 +0000157 context->CopySubresourceRegion(getBaseTexture(), getSubresourceIndex(level + mLodOffset, face),
158 xoffset, yoffset, 0, srcTexture, sourceSubresource, &srcBox);
daniel@transgaming.com9a2f54d2013-01-11 04:06:36 +0000159 return true;
160 }
161
162 return false;
163}
164
shannon.woods@transgaming.com85bdfce2013-01-25 21:51:07 +0000165void TextureStorage11::generateMipmapLayer(RenderTarget11 *source, RenderTarget11 *dest)
166{
167 if (source && dest)
168 {
169 ID3D11ShaderResourceView *sourceSRV = source->getShaderResourceView();
170 ID3D11RenderTargetView *destRTV = dest->getRenderTargetView();
171
172 if (sourceSRV && destRTV)
173 {
174 gl::Rectangle sourceArea;
175 sourceArea.x = 0;
176 sourceArea.y = 0;
177 sourceArea.width = source->getWidth();
178 sourceArea.height = source->getHeight();
179
180 gl::Rectangle destArea;
181 destArea.x = 0;
182 destArea.y = 0;
183 destArea.width = dest->getWidth();
184 destArea.height = dest->getHeight();
185
186 mRenderer->copyTexture(sourceSRV, sourceArea, source->getWidth(), source->getHeight(),
187 destRTV, destArea, dest->getWidth(), dest->getHeight(),
188 GL_RGBA);
189 }
190
191 if (sourceSRV)
192 {
193 sourceSRV->Release();
194 }
195 if (destRTV)
196 {
197 destRTV->Release();
198 }
199 }
200}
201
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000202TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain)
203 : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE)
204{
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000205 mTexture = swapchain->getOffscreenTexture();
206 mSRV = swapchain->getRenderTargetShaderResource();
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000207
208 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
209 {
210 mRenderTarget[i] = NULL;
211 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000212
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000213 D3D11_TEXTURE2D_DESC texDesc;
214 mTexture->GetDesc(&texDesc);
215 mMipLevels = texDesc.MipLevels;
216 mTextureFormat = texDesc.Format;
217 mTextureWidth = texDesc.Width;
218 mTextureHeight = texDesc.Height;
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000219
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000220 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
221 mSRV->GetDesc(&srvDesc);
222 mShaderResourceFormat = srvDesc.Format;
223
224 ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget();
225 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
226 offscreenRTV->GetDesc(&rtvDesc);
227 mRenderTargetFormat = rtvDesc.Format;
228 offscreenRTV->Release();
229
230 mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000231}
232
233TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
234 : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
235{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000236 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
237 {
238 mRenderTarget[i] = NULL;
239 }
240
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000241 DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
242 if (d3d11::IsDepthStencilFormat(convertedFormat))
243 {
244 mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
245 mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat);
246 mDepthStencilFormat = convertedFormat;
247 mRenderTargetFormat = DXGI_FORMAT_UNKNOWN;
248 }
249 else
250 {
251 mTextureFormat = convertedFormat;
252 mShaderResourceFormat = convertedFormat;
253 mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
254 mRenderTargetFormat = convertedFormat;
255 }
256
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000257 // if the width or height is not positive this should be treated as an incomplete texture
258 // we handle that here by skipping the d3d texture creation
259 if (width > 0 && height > 0)
260 {
261 // adjust size if needed for compressed textures
262 gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset);
263
264 ID3D11Device *device = mRenderer->getDevice();
265
266 D3D11_TEXTURE2D_DESC desc;
267 desc.Width = width; // Compressed texture size constraints?
268 desc.Height = height;
shannon.woods@transgaming.comc22e3602013-02-28 23:20:39 +0000269 desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0;
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000270 desc.ArraySize = 1;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000271 desc.Format = mTextureFormat;
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000272 desc.SampleDesc.Count = 1;
273 desc.SampleDesc.Quality = 0;
274 desc.Usage = D3D11_USAGE_DEFAULT;
275 desc.BindFlags = getBindFlags();
276 desc.CPUAccessFlags = 0;
277 desc.MiscFlags = 0;
278
279 HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
280
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000281 // this can happen from windows TDR
282 if (d3d11::isDeviceLostError(result))
283 {
284 mRenderer->notifyDeviceLost();
285 gl::error(GL_OUT_OF_MEMORY);
286 }
287 else if (FAILED(result))
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000288 {
289 ASSERT(result == E_OUTOFMEMORY);
290 ERR("Creating image failed.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000291 gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000292 }
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000293 else
294 {
295 mTexture->GetDesc(&desc);
296 mMipLevels = desc.MipLevels;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000297 mTextureWidth = desc.Width;
298 mTextureHeight = desc.Height;
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000299 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000300 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000301}
302
303TextureStorage11_2D::~TextureStorage11_2D()
304{
305 if (mTexture)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000306 {
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000307 mTexture->Release();
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000308 mTexture = NULL;
309 }
daniel@transgaming.com1e1b5e92013-01-11 04:11:27 +0000310
311 if (mSRV)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000312 {
daniel@transgaming.com1e1b5e92013-01-11 04:11:27 +0000313 mSRV->Release();
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000314 mSRV = NULL;
315 }
316
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000317 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000318 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000319 delete mRenderTarget[i];
320 mRenderTarget[i] = NULL;
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000321 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000322}
323
324TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage)
325{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000326 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2D*, storage));
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000327 return static_cast<TextureStorage11_2D*>(storage);
328}
329
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000330RenderTarget *TextureStorage11_2D::getRenderTarget(int level)
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000331{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000332 if (level >= 0 && level < static_cast<int>(mMipLevels))
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000333 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000334 if (!mRenderTarget[level])
335 {
336 ID3D11Device *device = mRenderer->getDevice();
337 HRESULT result;
338
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +0000339 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000340 srvDesc.Format = mShaderResourceFormat;
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +0000341 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
342 srvDesc.Texture2D.MostDetailedMip = level;
343 srvDesc.Texture2D.MipLevels = 1;
344
345 ID3D11ShaderResourceView *srv;
346 result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
347
348 if (result == E_OUTOFMEMORY)
349 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000350 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +0000351 }
352 ASSERT(SUCCEEDED(result));
353
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000354 if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
355 {
356 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
357 rtvDesc.Format = mRenderTargetFormat;
358 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
359 rtvDesc.Texture2D.MipSlice = level;
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +0000360
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000361 ID3D11RenderTargetView *rtv;
362 result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
363
364 if (result == E_OUTOFMEMORY)
365 {
366 srv->Release();
367 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
368 }
369 ASSERT(SUCCEEDED(result));
370
371 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
372 // also needs to keep a reference to the texture.
373 mTexture->AddRef();
374
375 mRenderTarget[level] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
376 std::max(mTextureWidth >> level, 1U),
377 std::max(mTextureHeight >> level, 1U));
378 }
379 else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
380 {
381 D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
382 dsvDesc.Format = mDepthStencilFormat;
383 dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
384 dsvDesc.Texture2D.MipSlice = level;
385 dsvDesc.Flags = 0;
386
387 ID3D11DepthStencilView *dsv;
388 result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
389
390 if (result == E_OUTOFMEMORY)
391 {
392 srv->Release();
393 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
394 }
395 ASSERT(SUCCEEDED(result));
396
397 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
398 // also needs to keep a reference to the texture.
399 mTexture->AddRef();
400
401 mRenderTarget[level] = new RenderTarget11(mRenderer, dsv, mTexture, srv,
402 std::max(mTextureWidth >> level, 1U),
403 std::max(mTextureHeight >> level, 1U));
404 }
405 else
406 {
407 UNREACHABLE();
408 }
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000409 }
410
411 return mRenderTarget[level];
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000412 }
413 else
414 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000415 return NULL;
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000416 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000417}
418
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000419ID3D11ShaderResourceView *TextureStorage11_2D::getSRV()
daniel@transgaming.comb50d5302013-01-11 04:07:29 +0000420{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000421 if (!mSRV)
422 {
423 ID3D11Device *device = mRenderer->getDevice();
424
425 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000426 srvDesc.Format = mShaderResourceFormat;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000427 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
428 srvDesc.Texture2D.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
429 srvDesc.Texture2D.MostDetailedMip = 0;
430
431 HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
432
433 if (result == E_OUTOFMEMORY)
434 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000435 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000436 }
437 ASSERT(SUCCEEDED(result));
438 }
439
daniel@transgaming.comb50d5302013-01-11 04:07:29 +0000440 return mSRV;
441}
442
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000443void TextureStorage11_2D::generateMipmap(int level)
444{
shannon.woods@transgaming.com85bdfce2013-01-25 21:51:07 +0000445 RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(level - 1));
446 RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(level));
447
448 generateMipmapLayer(source, dest);
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000449}
450
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000451TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
452 : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
453{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000454 for (unsigned int i = 0; i < 6; i++)
daniel@transgaming.com5cdd0582013-01-11 04:07:35 +0000455 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000456 for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++)
457 {
458 mRenderTarget[i][j] = NULL;
459 }
daniel@transgaming.com5cdd0582013-01-11 04:07:35 +0000460 }
461
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000462 DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
463 if (d3d11::IsDepthStencilFormat(convertedFormat))
464 {
465 mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
466 mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat);
467 mDepthStencilFormat = convertedFormat;
468 mRenderTargetFormat = DXGI_FORMAT_UNKNOWN;
469 }
470 else
471 {
472 mTextureFormat = convertedFormat;
473 mShaderResourceFormat = convertedFormat;
474 mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
475 mRenderTargetFormat = convertedFormat;
476 }
477
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000478 // if the size is not positive this should be treated as an incomplete texture
479 // we handle that here by skipping the d3d texture creation
480 if (size > 0)
481 {
482 // adjust size if needed for compressed textures
483 int height = size;
484 gl::MakeValidSize(false, gl::IsCompressed(internalformat), &size, &height, &mLodOffset);
485
486 ID3D11Device *device = mRenderer->getDevice();
487
488 D3D11_TEXTURE2D_DESC desc;
489 desc.Width = size;
490 desc.Height = size;
shannon.woods@transgaming.comc22e3602013-02-28 23:20:39 +0000491 desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0;
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000492 desc.ArraySize = 6;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000493 desc.Format = mTextureFormat;
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000494 desc.SampleDesc.Count = 1;
495 desc.SampleDesc.Quality = 0;
496 desc.Usage = D3D11_USAGE_DEFAULT;
497 desc.BindFlags = getBindFlags();
498 desc.CPUAccessFlags = 0;
499 desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
500
501 HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
502
503 if (FAILED(result))
504 {
505 ASSERT(result == E_OUTOFMEMORY);
506 ERR("Creating image failed.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000507 gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000508 }
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000509 else
510 {
511 mTexture->GetDesc(&desc);
512 mMipLevels = desc.MipLevels;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000513 mTextureWidth = desc.Width;
514 mTextureHeight = desc.Height;
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000515 }
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000516 }
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000517}
518
519TextureStorage11_Cube::~TextureStorage11_Cube()
520{
521 if (mTexture)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000522 {
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000523 mTexture->Release();
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000524 mTexture = NULL;
525 }
daniel@transgaming.com1e1b5e92013-01-11 04:11:27 +0000526
527 if (mSRV)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000528 {
daniel@transgaming.com1e1b5e92013-01-11 04:11:27 +0000529 mSRV->Release();
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000530 mSRV = NULL;
531 }
532
533 for (unsigned int i = 0; i < 6; i++)
534 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000535 for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000536 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000537 delete mRenderTarget[i][j];
538 mRenderTarget[i][j] = NULL;
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000539 }
540 }
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000541}
542
543TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage)
544{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000545 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_Cube*, storage));
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000546 return static_cast<TextureStorage11_Cube*>(storage);
547}
548
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000549RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget, int level)
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000550{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000551 unsigned int faceIdx = gl::TextureCubeMap::faceIndex(faceTarget);
552 if (level >= 0 && level < static_cast<int>(mMipLevels))
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000553 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000554 if (!mRenderTarget[faceIdx][level])
555 {
556 ID3D11Device *device = mRenderer->getDevice();
557 HRESULT result;
558
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000559 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
560 srvDesc.Format = mShaderResourceFormat;
shannon.woods@transgaming.comd89f1942013-02-28 23:18:27 +0000561 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000562 srvDesc.Texture2DArray.MostDetailedMip = level;
563 srvDesc.Texture2DArray.MipLevels = 1;
564 srvDesc.Texture2DArray.FirstArraySlice = faceIdx;
565 srvDesc.Texture2DArray.ArraySize = 1;
566
567 ID3D11ShaderResourceView *srv;
568 result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
569
570 if (result == E_OUTOFMEMORY)
571 {
572 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
573 }
574 ASSERT(SUCCEEDED(result));
575
576 if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000577 {
578 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000579 rtvDesc.Format = mRenderTargetFormat;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000580 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
581 rtvDesc.Texture2DArray.MipSlice = level;
582 rtvDesc.Texture2DArray.FirstArraySlice = faceIdx;
583 rtvDesc.Texture2DArray.ArraySize = 1;
584
585 ID3D11RenderTargetView *rtv;
586 result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
587
588 if (result == E_OUTOFMEMORY)
589 {
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000590 srv->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000591 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +0000592 }
593 ASSERT(SUCCEEDED(result));
594
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +0000595 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
596 // also needs to keep a reference to the texture.
597 mTexture->AddRef();
598
599 mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000600 std::max(mTextureWidth >> level, 1U),
601 std::max(mTextureHeight >> level, 1U));
602 }
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000603 else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000604 {
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000605 D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
606 dsvDesc.Format = mRenderTargetFormat;
607 dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
608 dsvDesc.Texture2DArray.MipSlice = level;
609 dsvDesc.Texture2DArray.FirstArraySlice = faceIdx;
610 dsvDesc.Texture2DArray.ArraySize = 1;
611
612 ID3D11DepthStencilView *dsv;
613 result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
614
615 if (result == E_OUTOFMEMORY)
616 {
617 srv->Release();
618 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
619 }
620 ASSERT(SUCCEEDED(result));
621
622 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
623 // also needs to keep a reference to the texture.
624 mTexture->AddRef();
625
626 mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, dsv, mTexture, srv,
627 std::max(mTextureWidth >> level, 1U),
628 std::max(mTextureHeight >> level, 1U));
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000629 }
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000630 else
631 {
632 UNREACHABLE();
633 }
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000634 }
635
636 return mRenderTarget[faceIdx][level];
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000637 }
638 else
639 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000640 return NULL;
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000641 }
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000642}
643
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000644ID3D11ShaderResourceView *TextureStorage11_Cube::getSRV()
daniel@transgaming.comb50d5302013-01-11 04:07:29 +0000645{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000646 if (!mSRV)
647 {
648 ID3D11Device *device = mRenderer->getDevice();
649
650 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000651 srvDesc.Format = mShaderResourceFormat;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000652 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
653 srvDesc.TextureCube.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
654 srvDesc.TextureCube.MostDetailedMip = 0;
655
656 HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
657
658 if (result == E_OUTOFMEMORY)
659 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000660 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000661 }
662 ASSERT(SUCCEEDED(result));
663 }
664
daniel@transgaming.comb50d5302013-01-11 04:07:29 +0000665 return mSRV;
666}
667
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000668void TextureStorage11_Cube::generateMipmap(int face, int level)
669{
shannon.woods@transgaming.com85bdfce2013-01-25 21:51:07 +0000670 RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level - 1));
671 RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level));
672
673 generateMipmapLayer(source, dest);
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000674}
675
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000676}