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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),
shannon.woods@transgaming.com53b0ecb2013-02-28 23:13:21 +000028 mTextureFormat(DXGI_FORMAT_UNKNOWN),
29 mShaderResourceFormat(DXGI_FORMAT_UNKNOWN),
30 mRenderTargetFormat(DXGI_FORMAT_UNKNOWN),
31 mDepthStencilFormat(DXGI_FORMAT_UNKNOWN),
shannon.woods@transgaming.com96c21ee2013-02-28 23:13:45 +000032 mSRV(NULL),
shannon.woods@transgaming.com53b0ecb2013-02-28 23:13:21 +000033 mTextureWidth(0),
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +000034 mTextureHeight(0),
35 mTextureDepth(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}
daniel@transgaming.com4834ee22013-01-11 04:06:16 +000094int TextureStorage11::getLodOffset() const
95{
96 return mLodOffset;
97}
98
99bool TextureStorage11::isRenderTarget() const
100{
101 return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0;
102}
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +0000103
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000104bool TextureStorage11::isManaged() const
105{
106 return false;
107}
108
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000109int TextureStorage11::levelCount()
110{
111 int levels = 0;
112 if (getBaseTexture())
113 {
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000114 levels = mMipLevels - getLodOffset();
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000115 }
116 return levels;
117}
118
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +0000119UINT TextureStorage11::getSubresourceIndex(int mipLevel, int layerTarget)
daniel@transgaming.com9a2f54d2013-01-11 04:06:36 +0000120{
121 UINT index = 0;
122 if (getBaseTexture())
123 {
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +0000124 index = D3D11CalcSubresource(mipLevel, layerTarget, mMipLevels);
daniel@transgaming.com9a2f54d2013-01-11 04:06:36 +0000125 }
126 return index;
127}
128
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +0000129bool TextureStorage11::updateSubresourceLevel(ID3D11Resource *srcTexture, unsigned int sourceSubresource,
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +0000130 int level, int layerTarget, GLint xoffset, GLint yoffset, GLint zoffset,
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +0000131 GLsizei width, GLsizei height, GLsizei depth)
daniel@transgaming.com9a2f54d2013-01-11 04:06:36 +0000132{
133 if (srcTexture)
134 {
shannon.woods@transgaming.com7ae9e7f2013-02-28 23:13:27 +0000135 // Round up the width and height to the nearest multiple of dimension alignment
136 unsigned int dimensionAlignment = d3d11::GetTextureFormatDimensionAlignment(mTextureFormat);
137 width = width + dimensionAlignment - 1 - (width - 1) % dimensionAlignment;
138 height = height + dimensionAlignment - 1 - (height - 1) % dimensionAlignment;
139
daniel@transgaming.com9a2f54d2013-01-11 04:06:36 +0000140 D3D11_BOX srcBox;
141 srcBox.left = xoffset;
142 srcBox.top = yoffset;
143 srcBox.right = xoffset + width;
144 srcBox.bottom = yoffset + height;
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +0000145 srcBox.front = zoffset;
146 srcBox.back = zoffset + depth;
daniel@transgaming.com9a2f54d2013-01-11 04:06:36 +0000147
148 ID3D11DeviceContext *context = mRenderer->getDeviceContext();
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +0000149
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000150 ASSERT(getBaseTexture());
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +0000151 context->CopySubresourceRegion(getBaseTexture(), getSubresourceIndex(level + mLodOffset, layerTarget),
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +0000152 xoffset, yoffset, zoffset, srcTexture, sourceSubresource, &srcBox);
daniel@transgaming.com9a2f54d2013-01-11 04:06:36 +0000153 return true;
154 }
155
156 return false;
157}
158
shannon.woods@transgaming.com85bdfce2013-01-25 21:51:07 +0000159void TextureStorage11::generateMipmapLayer(RenderTarget11 *source, RenderTarget11 *dest)
160{
161 if (source && dest)
162 {
163 ID3D11ShaderResourceView *sourceSRV = source->getShaderResourceView();
164 ID3D11RenderTargetView *destRTV = dest->getRenderTargetView();
165
166 if (sourceSRV && destRTV)
167 {
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +0000168 gl::Box sourceArea;
shannon.woods@transgaming.com85bdfce2013-01-25 21:51:07 +0000169 sourceArea.x = 0;
170 sourceArea.y = 0;
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +0000171 sourceArea.z = 0;
shannon.woods@transgaming.com85bdfce2013-01-25 21:51:07 +0000172 sourceArea.width = source->getWidth();
173 sourceArea.height = source->getHeight();
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +0000174 sourceArea.depth = source->getDepth();
shannon.woods@transgaming.com85bdfce2013-01-25 21:51:07 +0000175
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +0000176 gl::Box destArea;
shannon.woods@transgaming.com85bdfce2013-01-25 21:51:07 +0000177 destArea.x = 0;
178 destArea.y = 0;
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +0000179 destArea.z = 0;
shannon.woods@transgaming.com85bdfce2013-01-25 21:51:07 +0000180 destArea.width = dest->getWidth();
181 destArea.height = dest->getHeight();
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +0000182 destArea.depth = dest->getDepth();
shannon.woods@transgaming.com85bdfce2013-01-25 21:51:07 +0000183
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +0000184 mRenderer->copyTexture(sourceSRV, sourceArea, source->getWidth(), source->getHeight(), source->getDepth(),
185 destRTV, destArea, dest->getWidth(), dest->getHeight(), dest->getDepth(),
shannon.woods@transgaming.com85bdfce2013-01-25 21:51:07 +0000186 GL_RGBA);
187 }
188
189 if (sourceSRV)
190 {
191 sourceSRV->Release();
192 }
193 if (destRTV)
194 {
195 destRTV->Release();
196 }
197 }
198}
199
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000200TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain)
201 : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE)
202{
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000203 mTexture = swapchain->getOffscreenTexture();
204 mSRV = swapchain->getRenderTargetShaderResource();
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000205
206 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
207 {
208 mRenderTarget[i] = NULL;
209 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000210
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000211 D3D11_TEXTURE2D_DESC texDesc;
212 mTexture->GetDesc(&texDesc);
213 mMipLevels = texDesc.MipLevels;
214 mTextureFormat = texDesc.Format;
215 mTextureWidth = texDesc.Width;
216 mTextureHeight = texDesc.Height;
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +0000217 mTextureDepth = 1;
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000218
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000219 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
220 mSRV->GetDesc(&srvDesc);
221 mShaderResourceFormat = srvDesc.Format;
222
223 ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget();
224 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
225 offscreenRTV->GetDesc(&rtvDesc);
226 mRenderTargetFormat = rtvDesc.Format;
227 offscreenRTV->Release();
228
229 mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000230}
231
232TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
233 : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
234{
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +0000235 mTexture = NULL;
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;
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +0000299 mTextureDepth = 1;
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000300 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000301 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000302}
303
304TextureStorage11_2D::~TextureStorage11_2D()
305{
306 if (mTexture)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000307 {
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000308 mTexture->Release();
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000309 mTexture = NULL;
310 }
daniel@transgaming.com1e1b5e92013-01-11 04:11:27 +0000311
312 if (mSRV)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000313 {
daniel@transgaming.com1e1b5e92013-01-11 04:11:27 +0000314 mSRV->Release();
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000315 mSRV = NULL;
316 }
317
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000318 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000319 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000320 delete mRenderTarget[i];
321 mRenderTarget[i] = NULL;
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000322 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000323}
324
325TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage)
326{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000327 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2D*, storage));
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000328 return static_cast<TextureStorage11_2D*>(storage);
329}
330
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +0000331ID3D11Resource *TextureStorage11_2D::getBaseTexture() const
332{
333 return mTexture;
334}
335
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000336RenderTarget *TextureStorage11_2D::getRenderTarget(int level)
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000337{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000338 if (level >= 0 && level < static_cast<int>(mMipLevels))
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000339 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000340 if (!mRenderTarget[level])
341 {
342 ID3D11Device *device = mRenderer->getDevice();
343 HRESULT result;
344
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +0000345 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000346 srvDesc.Format = mShaderResourceFormat;
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +0000347 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
348 srvDesc.Texture2D.MostDetailedMip = level;
349 srvDesc.Texture2D.MipLevels = 1;
350
351 ID3D11ShaderResourceView *srv;
352 result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
353
354 if (result == E_OUTOFMEMORY)
355 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000356 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +0000357 }
358 ASSERT(SUCCEEDED(result));
359
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000360 if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
361 {
362 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
363 rtvDesc.Format = mRenderTargetFormat;
364 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
365 rtvDesc.Texture2D.MipSlice = level;
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +0000366
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000367 ID3D11RenderTargetView *rtv;
368 result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
369
370 if (result == E_OUTOFMEMORY)
371 {
372 srv->Release();
373 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
374 }
375 ASSERT(SUCCEEDED(result));
376
377 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
378 // also needs to keep a reference to the texture.
379 mTexture->AddRef();
380
381 mRenderTarget[level] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
382 std::max(mTextureWidth >> level, 1U),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +0000383 std::max(mTextureHeight >> level, 1U),
384 1);
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000385 }
386 else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
387 {
388 D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
389 dsvDesc.Format = mDepthStencilFormat;
390 dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
391 dsvDesc.Texture2D.MipSlice = level;
392 dsvDesc.Flags = 0;
393
394 ID3D11DepthStencilView *dsv;
395 result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
396
397 if (result == E_OUTOFMEMORY)
398 {
399 srv->Release();
400 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
401 }
402 ASSERT(SUCCEEDED(result));
403
404 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
405 // also needs to keep a reference to the texture.
406 mTexture->AddRef();
407
408 mRenderTarget[level] = new RenderTarget11(mRenderer, dsv, mTexture, srv,
409 std::max(mTextureWidth >> level, 1U),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +0000410 std::max(mTextureHeight >> level, 1U),
411 1);
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000412 }
413 else
414 {
415 UNREACHABLE();
416 }
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000417 }
418
419 return mRenderTarget[level];
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000420 }
421 else
422 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000423 return NULL;
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000424 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000425}
426
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000427ID3D11ShaderResourceView *TextureStorage11_2D::getSRV()
daniel@transgaming.comb50d5302013-01-11 04:07:29 +0000428{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000429 if (!mSRV)
430 {
431 ID3D11Device *device = mRenderer->getDevice();
432
433 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000434 srvDesc.Format = mShaderResourceFormat;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000435 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
436 srvDesc.Texture2D.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
437 srvDesc.Texture2D.MostDetailedMip = 0;
438
439 HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
440
441 if (result == E_OUTOFMEMORY)
442 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000443 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000444 }
445 ASSERT(SUCCEEDED(result));
446 }
447
daniel@transgaming.comb50d5302013-01-11 04:07:29 +0000448 return mSRV;
449}
450
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000451void TextureStorage11_2D::generateMipmap(int level)
452{
shannon.woods@transgaming.com85bdfce2013-01-25 21:51:07 +0000453 RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(level - 1));
454 RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(level));
455
456 generateMipmapLayer(source, dest);
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000457}
458
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000459TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
460 : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
461{
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +0000462 mTexture = NULL;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000463 for (unsigned int i = 0; i < 6; i++)
daniel@transgaming.com5cdd0582013-01-11 04:07:35 +0000464 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000465 for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++)
466 {
467 mRenderTarget[i][j] = NULL;
468 }
daniel@transgaming.com5cdd0582013-01-11 04:07:35 +0000469 }
470
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000471 DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
472 if (d3d11::IsDepthStencilFormat(convertedFormat))
473 {
474 mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
475 mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat);
476 mDepthStencilFormat = convertedFormat;
477 mRenderTargetFormat = DXGI_FORMAT_UNKNOWN;
478 }
479 else
480 {
481 mTextureFormat = convertedFormat;
482 mShaderResourceFormat = convertedFormat;
483 mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
484 mRenderTargetFormat = convertedFormat;
485 }
486
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000487 // if the size is not positive this should be treated as an incomplete texture
488 // we handle that here by skipping the d3d texture creation
489 if (size > 0)
490 {
491 // adjust size if needed for compressed textures
492 int height = size;
493 gl::MakeValidSize(false, gl::IsCompressed(internalformat), &size, &height, &mLodOffset);
494
495 ID3D11Device *device = mRenderer->getDevice();
496
497 D3D11_TEXTURE2D_DESC desc;
498 desc.Width = size;
499 desc.Height = size;
shannon.woods@transgaming.comc22e3602013-02-28 23:20:39 +0000500 desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0;
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000501 desc.ArraySize = 6;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000502 desc.Format = mTextureFormat;
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000503 desc.SampleDesc.Count = 1;
504 desc.SampleDesc.Quality = 0;
505 desc.Usage = D3D11_USAGE_DEFAULT;
506 desc.BindFlags = getBindFlags();
507 desc.CPUAccessFlags = 0;
508 desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
509
510 HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
511
512 if (FAILED(result))
513 {
514 ASSERT(result == E_OUTOFMEMORY);
515 ERR("Creating image failed.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000516 gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000517 }
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000518 else
519 {
520 mTexture->GetDesc(&desc);
521 mMipLevels = desc.MipLevels;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000522 mTextureWidth = desc.Width;
523 mTextureHeight = desc.Height;
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +0000524 mTextureDepth = 1;
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000525 }
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000526 }
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000527}
528
529TextureStorage11_Cube::~TextureStorage11_Cube()
530{
531 if (mTexture)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000532 {
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000533 mTexture->Release();
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000534 mTexture = NULL;
535 }
daniel@transgaming.com1e1b5e92013-01-11 04:11:27 +0000536
537 if (mSRV)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000538 {
daniel@transgaming.com1e1b5e92013-01-11 04:11:27 +0000539 mSRV->Release();
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000540 mSRV = NULL;
541 }
542
543 for (unsigned int i = 0; i < 6; i++)
544 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000545 for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000546 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000547 delete mRenderTarget[i][j];
548 mRenderTarget[i][j] = NULL;
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000549 }
550 }
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000551}
552
553TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage)
554{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000555 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_Cube*, storage));
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000556 return static_cast<TextureStorage11_Cube*>(storage);
557}
558
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +0000559ID3D11Resource *TextureStorage11_Cube::getBaseTexture() const
560{
561 return mTexture;
562}
563
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000564RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget, int level)
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000565{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000566 unsigned int faceIdx = gl::TextureCubeMap::faceIndex(faceTarget);
567 if (level >= 0 && level < static_cast<int>(mMipLevels))
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000568 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000569 if (!mRenderTarget[faceIdx][level])
570 {
571 ID3D11Device *device = mRenderer->getDevice();
572 HRESULT result;
573
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000574 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
575 srvDesc.Format = mShaderResourceFormat;
shannon.woods@transgaming.comd89f1942013-02-28 23:18:27 +0000576 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000577 srvDesc.Texture2DArray.MostDetailedMip = level;
578 srvDesc.Texture2DArray.MipLevels = 1;
579 srvDesc.Texture2DArray.FirstArraySlice = faceIdx;
580 srvDesc.Texture2DArray.ArraySize = 1;
581
582 ID3D11ShaderResourceView *srv;
583 result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
584
585 if (result == E_OUTOFMEMORY)
586 {
587 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
588 }
589 ASSERT(SUCCEEDED(result));
590
591 if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000592 {
593 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000594 rtvDesc.Format = mRenderTargetFormat;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000595 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
596 rtvDesc.Texture2DArray.MipSlice = level;
597 rtvDesc.Texture2DArray.FirstArraySlice = faceIdx;
598 rtvDesc.Texture2DArray.ArraySize = 1;
599
600 ID3D11RenderTargetView *rtv;
601 result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
602
603 if (result == E_OUTOFMEMORY)
604 {
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000605 srv->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000606 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +0000607 }
608 ASSERT(SUCCEEDED(result));
609
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +0000610 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
611 // also needs to keep a reference to the texture.
612 mTexture->AddRef();
613
614 mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000615 std::max(mTextureWidth >> level, 1U),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +0000616 std::max(mTextureHeight >> level, 1U),
617 1);
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000618 }
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000619 else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000620 {
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000621 D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
622 dsvDesc.Format = mRenderTargetFormat;
623 dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
624 dsvDesc.Texture2DArray.MipSlice = level;
625 dsvDesc.Texture2DArray.FirstArraySlice = faceIdx;
626 dsvDesc.Texture2DArray.ArraySize = 1;
627
628 ID3D11DepthStencilView *dsv;
629 result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
630
631 if (result == E_OUTOFMEMORY)
632 {
633 srv->Release();
634 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
635 }
636 ASSERT(SUCCEEDED(result));
637
638 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
639 // also needs to keep a reference to the texture.
640 mTexture->AddRef();
641
642 mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, dsv, mTexture, srv,
643 std::max(mTextureWidth >> level, 1U),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +0000644 std::max(mTextureHeight >> level, 1U),
645 1);
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000646 }
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000647 else
648 {
649 UNREACHABLE();
650 }
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000651 }
652
653 return mRenderTarget[faceIdx][level];
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000654 }
655 else
656 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000657 return NULL;
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000658 }
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000659}
660
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000661ID3D11ShaderResourceView *TextureStorage11_Cube::getSRV()
daniel@transgaming.comb50d5302013-01-11 04:07:29 +0000662{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000663 if (!mSRV)
664 {
665 ID3D11Device *device = mRenderer->getDevice();
666
667 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000668 srvDesc.Format = mShaderResourceFormat;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000669 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
670 srvDesc.TextureCube.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
671 srvDesc.TextureCube.MostDetailedMip = 0;
672
673 HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
674
675 if (result == E_OUTOFMEMORY)
676 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000677 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000678 }
679 ASSERT(SUCCEEDED(result));
680 }
681
daniel@transgaming.comb50d5302013-01-11 04:07:29 +0000682 return mSRV;
683}
684
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000685void TextureStorage11_Cube::generateMipmap(int face, int level)
686{
shannon.woods@transgaming.com85bdfce2013-01-25 21:51:07 +0000687 RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level - 1));
688 RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level));
689
690 generateMipmapLayer(source, dest);
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000691}
692
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +0000693TextureStorage11_3D::TextureStorage11_3D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage,
694 GLsizei width, GLsizei height, GLsizei depth)
695 : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, false))
696{
697 mTexture = NULL;
698
shannonwoods@chromium.org15a8b1f2013-05-30 00:03:54 +0000699 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
700 {
701 mLevelRenderTargets[i] = NULL;
702 }
703
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +0000704 DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
705 ASSERT(!d3d11::IsDepthStencilFormat(convertedFormat));
706
707 mTextureFormat = convertedFormat;
708 mShaderResourceFormat = convertedFormat;
709 mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
710 mRenderTargetFormat = convertedFormat;
711
712 // If the width, height or depth are not positive this should be treated as an incomplete texture
713 // we handle that here by skipping the d3d texture creation
714 if (width > 0 && height > 0 && depth > 0)
715 {
716 // adjust size if needed for compressed textures
717 gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset);
718
719 ID3D11Device *device = mRenderer->getDevice();
720
721 D3D11_TEXTURE3D_DESC desc;
722 desc.Width = width;
723 desc.Height = height;
724 desc.Depth = depth;
725 desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0;
726 desc.Format = mTextureFormat;
727 desc.Usage = D3D11_USAGE_DEFAULT;
728 desc.BindFlags = getBindFlags();
729 desc.CPUAccessFlags = 0;
730 desc.MiscFlags = 0;
731
732 HRESULT result = device->CreateTexture3D(&desc, NULL, &mTexture);
733
734 // this can happen from windows TDR
735 if (d3d11::isDeviceLostError(result))
736 {
737 mRenderer->notifyDeviceLost();
738 gl::error(GL_OUT_OF_MEMORY);
739 }
740 else if (FAILED(result))
741 {
742 ASSERT(result == E_OUTOFMEMORY);
743 ERR("Creating image failed.");
744 gl::error(GL_OUT_OF_MEMORY);
745 }
746 else
747 {
748 mTexture->GetDesc(&desc);
749 mMipLevels = desc.MipLevels;
750 mTextureWidth = desc.Width;
751 mTextureHeight = desc.Height;
752 mTextureDepth = desc.Depth;
753 }
754 }
755}
756
757TextureStorage11_3D::~TextureStorage11_3D()
758{
759 if (mTexture)
760 {
761 mTexture->Release();
762 mTexture = NULL;
763 }
764
765 if (mSRV)
766 {
767 mSRV->Release();
768 mSRV = NULL;
769 }
shannon.woods%transgaming.com@gtempaccount.com63b3b8f2013-04-13 03:43:26 +0000770
shannonwoods@chromium.org15a8b1f2013-05-30 00:03:54 +0000771 for (RenderTargetMap::const_iterator i = mLevelLayerRenderTargets.begin(); i != mLevelLayerRenderTargets.end(); i++)
shannon.woods%transgaming.com@gtempaccount.com63b3b8f2013-04-13 03:43:26 +0000772 {
773 RenderTarget11* renderTarget = i->second;
774 delete renderTarget;
775 }
shannonwoods@chromium.org15a8b1f2013-05-30 00:03:54 +0000776 mLevelLayerRenderTargets.clear();
777
778 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
779 {
780 delete mLevelRenderTargets[i];
781 mLevelRenderTargets[i] = NULL;
782 }
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +0000783}
784
785TextureStorage11_3D *TextureStorage11_3D::makeTextureStorage11_3D(TextureStorage *storage)
786{
787 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_3D*, storage));
788 return static_cast<TextureStorage11_3D*>(storage);
789}
790
791ID3D11Resource *TextureStorage11_3D::getBaseTexture() const
792{
793 return mTexture;
794}
795
796ID3D11ShaderResourceView *TextureStorage11_3D::getSRV()
797{
798 if (!mSRV)
799 {
800 ID3D11Device *device = mRenderer->getDevice();
801
802 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
803 srvDesc.Format = mShaderResourceFormat;
804 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
805 srvDesc.Texture3D.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
806 srvDesc.Texture3D.MostDetailedMip = 0;
807
808 HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
809
810 if (result == E_OUTOFMEMORY)
811 {
812 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
813 }
814 ASSERT(SUCCEEDED(result));
815 }
816
817 return mSRV;
818}
819
shannonwoods@chromium.org15a8b1f2013-05-30 00:03:54 +0000820RenderTarget *TextureStorage11_3D::getRenderTarget(int mipLevel)
821{
822 if (mipLevel >= 0 && mipLevel < static_cast<int>(mMipLevels))
823 {
824 if (!mLevelRenderTargets[mipLevel])
825 {
826 ID3D11Device *device = mRenderer->getDevice();
827 HRESULT result;
828
829 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
830 srvDesc.Format = mShaderResourceFormat;
831 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
832 srvDesc.Texture3D.MostDetailedMip = mipLevel;
833 srvDesc.Texture3D.MipLevels = 1;
834
835 ID3D11ShaderResourceView *srv;
836 result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
837
838 if (result == E_OUTOFMEMORY)
839 {
840 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
841 }
842 ASSERT(SUCCEEDED(result));
843
844 if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
845 {
846 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
847 rtvDesc.Format = mRenderTargetFormat;
848 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
849 rtvDesc.Texture3D.MipSlice = mipLevel;
850 rtvDesc.Texture3D.FirstWSlice = 0;
851 rtvDesc.Texture3D.WSize = -1;
852
853 ID3D11RenderTargetView *rtv;
854 result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
855
856 if (result == E_OUTOFMEMORY)
857 {
858 srv->Release();
859 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
860 }
861 ASSERT(SUCCEEDED(result));
862
863 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
864 // also needs to keep a reference to the texture.
865 mTexture->AddRef();
866
867 mLevelRenderTargets[mipLevel] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
868 std::max(mTextureWidth >> mipLevel, 1U),
869 std::max(mTextureHeight >> mipLevel, 1U),
870 std::max(mTextureDepth >> mipLevel, 1U));
871 }
872 else
873 {
874 UNREACHABLE();
875 }
876 }
877
878 return mLevelRenderTargets[mipLevel];
879 }
880 else
881 {
882 return NULL;
883 }
884}
885
shannon.woods%transgaming.com@gtempaccount.com63b3b8f2013-04-13 03:43:26 +0000886RenderTarget *TextureStorage11_3D::getRenderTargetLayer(int mipLevel, int layer)
887{
888 if (mipLevel >= 0 && mipLevel < static_cast<int>(mMipLevels))
889 {
890 LevelLayerKey key(mipLevel, layer);
shannonwoods@chromium.org15a8b1f2013-05-30 00:03:54 +0000891 if (mLevelLayerRenderTargets.find(key) == mLevelLayerRenderTargets.end())
shannon.woods%transgaming.com@gtempaccount.com63b3b8f2013-04-13 03:43:26 +0000892 {
893 ID3D11Device *device = mRenderer->getDevice();
894 HRESULT result;
895
896 // TODO, what kind of SRV is expected here?
897 ID3D11ShaderResourceView *srv = NULL;
898
899 if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
900 {
901 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
902 rtvDesc.Format = mRenderTargetFormat;
903 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
904 rtvDesc.Texture3D.MipSlice = mipLevel;
905 rtvDesc.Texture3D.FirstWSlice = layer;
906 rtvDesc.Texture3D.WSize = 1;
907
908 ID3D11RenderTargetView *rtv;
909 result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
910
911 if (result == E_OUTOFMEMORY)
912 {
913 srv->Release();
914 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
915 }
916 ASSERT(SUCCEEDED(result));
917
918 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
919 // also needs to keep a reference to the texture.
920 mTexture->AddRef();
921
shannonwoods@chromium.org15a8b1f2013-05-30 00:03:54 +0000922 mLevelLayerRenderTargets[key] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
923 std::max(mTextureWidth >> mipLevel, 1U),
924 std::max(mTextureHeight >> mipLevel, 1U),
925 1);
shannon.woods%transgaming.com@gtempaccount.com63b3b8f2013-04-13 03:43:26 +0000926 }
927 else
928 {
929 UNREACHABLE();
930 }
931 }
932
shannonwoods@chromium.org15a8b1f2013-05-30 00:03:54 +0000933 return mLevelLayerRenderTargets[key];
shannon.woods%transgaming.com@gtempaccount.com63b3b8f2013-04-13 03:43:26 +0000934 }
935 else
936 {
937 return NULL;
938 }
939}
940
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +0000941void TextureStorage11_3D::generateMipmap(int level)
942{
shannonwoods@chromium.org37b8a912013-05-30 00:04:21 +0000943 RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(level - 1));
944 RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(level));
945
946 generateMipmapLayer(source, dest);
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +0000947}
948
shannon.woods%transgaming.com@gtempaccount.com96973372013-04-13 03:45:39 +0000949TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer *renderer, int levels, GLenum internalformat, GLenum usage,
950 GLsizei width, GLsizei height, GLsizei depth)
951 : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, false))
952{
953 mTexture = NULL;
954
955 DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
956 ASSERT(!d3d11::IsDepthStencilFormat(convertedFormat));
957
958 mTextureFormat = convertedFormat;
959 mShaderResourceFormat = convertedFormat;
960 mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
961 mRenderTargetFormat = convertedFormat;
962
963 // if the width, height or depth is not positive this should be treated as an incomplete texture
964 // we handle that here by skipping the d3d texture creation
965 if (width > 0 && height > 0 && depth > 0)
966 {
967 // adjust size if needed for compressed textures
968 gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset);
969
970 ID3D11Device *device = mRenderer->getDevice();
971
972 D3D11_TEXTURE2D_DESC desc;
973 desc.Width = width;
974 desc.Height = height;
975 desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0;
976 desc.ArraySize = depth;
977 desc.Format = mTextureFormat;
978 desc.SampleDesc.Count = 1;
979 desc.SampleDesc.Quality = 0;
980 desc.Usage = D3D11_USAGE_DEFAULT;
981 desc.BindFlags = getBindFlags();
982 desc.CPUAccessFlags = 0;
983 desc.MiscFlags = 0;
984
985 HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
986
987 // this can happen from windows TDR
988 if (d3d11::isDeviceLostError(result))
989 {
990 mRenderer->notifyDeviceLost();
991 gl::error(GL_OUT_OF_MEMORY);
992 }
993 else if (FAILED(result))
994 {
995 ASSERT(result == E_OUTOFMEMORY);
996 ERR("Creating image failed.");
997 gl::error(GL_OUT_OF_MEMORY);
998 }
999 else
1000 {
1001 mTexture->GetDesc(&desc);
1002 mMipLevels = desc.MipLevels;
1003 mTextureWidth = desc.Width;
1004 mTextureHeight = desc.Height;
1005 mTextureDepth = desc.ArraySize;
1006 }
1007 }
1008}
1009
1010TextureStorage11_2DArray::~TextureStorage11_2DArray()
1011{
1012 if (mTexture)
1013 {
1014 mTexture->Release();
1015 mTexture = NULL;
1016 }
1017
1018 if (mSRV)
1019 {
1020 mSRV->Release();
1021 mSRV = NULL;
1022 }
1023
1024 for (RenderTargetMap::const_iterator i = mRenderTargets.begin(); i != mRenderTargets.end(); i++)
1025 {
1026 RenderTarget11* renderTarget = i->second;
1027 delete renderTarget;
1028 }
1029 mRenderTargets.clear();
1030}
1031
1032TextureStorage11_2DArray *TextureStorage11_2DArray::makeTextureStorage11_2DArray(TextureStorage *storage)
1033{
1034 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2DArray*, storage));
1035 return static_cast<TextureStorage11_2DArray*>(storage);
1036}
1037
1038ID3D11Resource *TextureStorage11_2DArray::getBaseTexture() const
1039{
1040 return mTexture;
1041}
1042
1043ID3D11ShaderResourceView *TextureStorage11_2DArray::getSRV()
1044{
1045 if (!mSRV)
1046 {
1047 ID3D11Device *device = mRenderer->getDevice();
1048
1049 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
1050 srvDesc.Format = mShaderResourceFormat;
1051 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
1052 srvDesc.Texture2DArray.MostDetailedMip = 0;
1053 srvDesc.Texture2DArray.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
1054 srvDesc.Texture2DArray.FirstArraySlice = 0;
1055 srvDesc.Texture2DArray.ArraySize = mTextureDepth;
1056
1057 HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
1058
1059 if (result == E_OUTOFMEMORY)
1060 {
1061 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
1062 }
1063 ASSERT(SUCCEEDED(result));
1064 }
1065
1066 return mSRV;
1067}
1068
1069RenderTarget *TextureStorage11_2DArray::getRenderTargetLayer(int mipLevel, int layer)
1070{
1071 if (mipLevel >= 0 && mipLevel < static_cast<int>(mMipLevels))
1072 {
1073 LevelLayerKey key(mipLevel, layer);
1074 if (mRenderTargets.find(key) == mRenderTargets.end())
1075 {
1076 ID3D11Device *device = mRenderer->getDevice();
1077 HRESULT result;
1078
shannonwoods@chromium.org30aa1a92013-05-30 00:03:13 +00001079 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
1080 srvDesc.Format = mShaderResourceFormat;
1081 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
1082 srvDesc.Texture2DArray.MostDetailedMip = mipLevel;
1083 srvDesc.Texture2DArray.MipLevels = 1;
1084 srvDesc.Texture2DArray.FirstArraySlice = layer;
1085 srvDesc.Texture2DArray.ArraySize = 1;
1086
1087 ID3D11ShaderResourceView *srv;
1088 result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
1089
1090 if (result == E_OUTOFMEMORY)
1091 {
1092 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
1093 }
1094 ASSERT(SUCCEEDED(result));
shannon.woods%transgaming.com@gtempaccount.com96973372013-04-13 03:45:39 +00001095
1096 if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
1097 {
1098 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
1099 rtvDesc.Format = mRenderTargetFormat;
1100 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
1101 rtvDesc.Texture2DArray.MipSlice = mipLevel;
1102 rtvDesc.Texture2DArray.FirstArraySlice = layer;
1103 rtvDesc.Texture2DArray.ArraySize = 1;
1104
1105 ID3D11RenderTargetView *rtv;
1106 result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
1107
1108 if (result == E_OUTOFMEMORY)
1109 {
1110 SafeRelease(srv);
1111 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
1112 }
1113 ASSERT(SUCCEEDED(result));
1114
1115 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
1116 // also needs to keep a reference to the texture.
1117 mTexture->AddRef();
1118
1119 mRenderTargets[key] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
1120 std::max(mTextureWidth >> mipLevel, 1U),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00001121 std::max(mTextureHeight >> mipLevel, 1U),
1122 1);
shannon.woods%transgaming.com@gtempaccount.com96973372013-04-13 03:45:39 +00001123 }
1124 else
1125 {
1126 UNREACHABLE();
1127 }
1128 }
1129
1130 return mRenderTargets[key];
1131 }
1132 else
1133 {
1134 return NULL;
1135 }
1136}
1137
1138void TextureStorage11_2DArray::generateMipmap(int level)
1139{
shannonwoods@chromium.org30aa1a92013-05-30 00:03:13 +00001140 for (unsigned int layer = 0; layer < mTextureDepth; layer++)
1141 {
1142 RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTargetLayer(level - 1, layer));
1143 RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTargetLayer(level, layer));
1144
1145 generateMipmapLayer(source, dest);
1146 }
shannon.woods%transgaming.com@gtempaccount.com96973372013-04-13 03:45:39 +00001147}
1148
daniel@transgaming.comb2151e52013-01-11 04:06:24 +00001149}