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daniel@transgaming.com4834ee22013-01-11 04:06:16 +00001//
2// Copyright (c) 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// TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived
8// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture.
9
10#include "libGLESv2/renderer/TextureStorage11.h"
11
12#include "libGLESv2/renderer/Renderer11.h"
13#include "libGLESv2/renderer/RenderTarget11.h"
14#include "libGLESv2/renderer/SwapChain11.h"
15#include "libGLESv2/renderer/renderer11_utils.h"
16
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000017#include "libGLESv2/utilities.h"
daniel@transgaming.com4834ee22013-01-11 04:06:16 +000018#include "libGLESv2/main.h"
19
20namespace rx
21{
22
23TextureStorage11::TextureStorage11(Renderer *renderer, UINT bindFlags)
24 : mBindFlags(bindFlags),
daniel@transgaming.comb1154552013-01-11 04:11:02 +000025 mLodOffset(0),
shannon.woods@transgaming.com53b0ecb2013-02-28 23:13:21 +000026 mMipLevels(0),
27 mTexture(NULL),
28 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),
34 mTextureHeight(0)
daniel@transgaming.com4834ee22013-01-11 04:06:16 +000035{
36 mRenderer = Renderer11::makeRenderer11(renderer);
37}
38
39TextureStorage11::~TextureStorage11()
40{
daniel@transgaming.com1e1b5e92013-01-11 04:11:27 +000041}
daniel@transgaming.com4834ee22013-01-11 04:06:16 +000042
43TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage)
44{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +000045 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11*, storage));
daniel@transgaming.com4834ee22013-01-11 04:06:16 +000046 return static_cast<TextureStorage11*>(storage);
47}
48
49DWORD TextureStorage11::GetTextureBindFlags(DXGI_FORMAT format, GLenum glusage, bool forceRenderable)
50{
51 UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
52
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000053 if (d3d11::IsDepthStencilFormat(format))
daniel@transgaming.com4834ee22013-01-11 04:06:16 +000054 {
55 bindFlags |= D3D11_BIND_DEPTH_STENCIL;
56 }
57 else if(forceRenderable || (TextureStorage11::IsTextureFormatRenderable(format) && (glusage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE)))
58 {
59 bindFlags |= D3D11_BIND_RENDER_TARGET;
60 }
61 return bindFlags;
62}
63
64bool TextureStorage11::IsTextureFormatRenderable(DXGI_FORMAT format)
65{
66 switch(format)
67 {
68 case DXGI_FORMAT_R8G8B8A8_UNORM:
69 case DXGI_FORMAT_A8_UNORM:
70 case DXGI_FORMAT_R32G32B32A32_FLOAT:
71 case DXGI_FORMAT_R32G32B32_FLOAT:
72 case DXGI_FORMAT_R16G16B16A16_FLOAT:
73 case DXGI_FORMAT_B8G8R8A8_UNORM:
74 case DXGI_FORMAT_R8_UNORM:
75 case DXGI_FORMAT_R8G8_UNORM:
76 case DXGI_FORMAT_R16_FLOAT:
77 case DXGI_FORMAT_R16G16_FLOAT:
78 return true;
79 case DXGI_FORMAT_BC1_UNORM:
80 case DXGI_FORMAT_BC2_UNORM:
81 case DXGI_FORMAT_BC3_UNORM:
82 return false;
83 default:
84 UNREACHABLE();
85 return false;
86 }
87}
88
89UINT TextureStorage11::getBindFlags() const
90{
91 return mBindFlags;
92}
93
shannon.woods@transgaming.com53b0ecb2013-02-28 23:13:21 +000094ID3D11Texture2D *TextureStorage11::getBaseTexture() const
95{
96 return mTexture;
97}
98
daniel@transgaming.com4834ee22013-01-11 04:06:16 +000099int TextureStorage11::getLodOffset() const
100{
101 return mLodOffset;
102}
103
104bool TextureStorage11::isRenderTarget() const
105{
106 return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0;
107}
108
109bool TextureStorage11::isManaged() const
110{
111 return false;
112}
113
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000114int TextureStorage11::levelCount()
115{
116 int levels = 0;
117 if (getBaseTexture())
118 {
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000119 levels = mMipLevels - getLodOffset();
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000120 }
121 return levels;
122}
123
daniel@transgaming.com9a2f54d2013-01-11 04:06:36 +0000124UINT TextureStorage11::getSubresourceIndex(int level, int faceIndex)
125{
126 UINT index = 0;
127 if (getBaseTexture())
128 {
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000129 index = D3D11CalcSubresource(level, faceIndex, mMipLevels);
daniel@transgaming.com9a2f54d2013-01-11 04:06:36 +0000130 }
131 return index;
132}
133
134bool TextureStorage11::updateSubresourceLevel(ID3D11Texture2D *srcTexture, int level, int face, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
135{
136 if (srcTexture)
137 {
shannon.woods@transgaming.com7ae9e7f2013-02-28 23:13:27 +0000138 // Round up the width and height to the nearest multiple of dimension alignment
139 unsigned int dimensionAlignment = d3d11::GetTextureFormatDimensionAlignment(mTextureFormat);
140 width = width + dimensionAlignment - 1 - (width - 1) % dimensionAlignment;
141 height = height + dimensionAlignment - 1 - (height - 1) % dimensionAlignment;
142
daniel@transgaming.com9a2f54d2013-01-11 04:06:36 +0000143 D3D11_BOX srcBox;
144 srcBox.left = xoffset;
145 srcBox.top = yoffset;
146 srcBox.right = xoffset + width;
147 srcBox.bottom = yoffset + height;
148 srcBox.front = 0;
149 srcBox.back = 1;
150
151 ID3D11DeviceContext *context = mRenderer->getDeviceContext();
152
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000153 ASSERT(getBaseTexture());
daniel@transgaming.com9a2f54d2013-01-11 04:06:36 +0000154 context->CopySubresourceRegion(getBaseTexture(), getSubresourceIndex(level, face), xoffset, yoffset, 0, srcTexture, 0, &srcBox);
155 return true;
156 }
157
158 return false;
159}
160
shannon.woods@transgaming.com85bdfce2013-01-25 21:51:07 +0000161void TextureStorage11::generateMipmapLayer(RenderTarget11 *source, RenderTarget11 *dest)
162{
163 if (source && dest)
164 {
165 ID3D11ShaderResourceView *sourceSRV = source->getShaderResourceView();
166 ID3D11RenderTargetView *destRTV = dest->getRenderTargetView();
167
168 if (sourceSRV && destRTV)
169 {
170 gl::Rectangle sourceArea;
171 sourceArea.x = 0;
172 sourceArea.y = 0;
173 sourceArea.width = source->getWidth();
174 sourceArea.height = source->getHeight();
175
176 gl::Rectangle destArea;
177 destArea.x = 0;
178 destArea.y = 0;
179 destArea.width = dest->getWidth();
180 destArea.height = dest->getHeight();
181
182 mRenderer->copyTexture(sourceSRV, sourceArea, source->getWidth(), source->getHeight(),
183 destRTV, destArea, dest->getWidth(), dest->getHeight(),
184 GL_RGBA);
185 }
186
187 if (sourceSRV)
188 {
189 sourceSRV->Release();
190 }
191 if (destRTV)
192 {
193 destRTV->Release();
194 }
195 }
196}
197
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000198TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain)
199 : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE)
200{
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000201 mTexture = swapchain->getOffscreenTexture();
202 mSRV = swapchain->getRenderTargetShaderResource();
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000203
204 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
205 {
206 mRenderTarget[i] = NULL;
207 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000208
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000209 D3D11_TEXTURE2D_DESC texDesc;
210 mTexture->GetDesc(&texDesc);
211 mMipLevels = texDesc.MipLevels;
212 mTextureFormat = texDesc.Format;
213 mTextureWidth = texDesc.Width;
214 mTextureHeight = texDesc.Height;
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000215
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000216 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
217 mSRV->GetDesc(&srvDesc);
218 mShaderResourceFormat = srvDesc.Format;
219
220 ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget();
221 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
222 offscreenRTV->GetDesc(&rtvDesc);
223 mRenderTargetFormat = rtvDesc.Format;
224 offscreenRTV->Release();
225
226 mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000227}
228
229TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
230 : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
231{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000232 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
233 {
234 mRenderTarget[i] = NULL;
235 }
236
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000237 DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
238 if (d3d11::IsDepthStencilFormat(convertedFormat))
239 {
240 mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
241 mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat);
242 mDepthStencilFormat = convertedFormat;
243 mRenderTargetFormat = DXGI_FORMAT_UNKNOWN;
244 }
245 else
246 {
247 mTextureFormat = convertedFormat;
248 mShaderResourceFormat = convertedFormat;
249 mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
250 mRenderTargetFormat = convertedFormat;
251 }
252
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000253 // if the width or height is not positive this should be treated as an incomplete texture
254 // we handle that here by skipping the d3d texture creation
255 if (width > 0 && height > 0)
256 {
257 // adjust size if needed for compressed textures
258 gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset);
259
260 ID3D11Device *device = mRenderer->getDevice();
261
262 D3D11_TEXTURE2D_DESC desc;
263 desc.Width = width; // Compressed texture size constraints?
264 desc.Height = height;
265 desc.MipLevels = levels + mLodOffset;
266 desc.ArraySize = 1;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000267 desc.Format = mTextureFormat;
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000268 desc.SampleDesc.Count = 1;
269 desc.SampleDesc.Quality = 0;
270 desc.Usage = D3D11_USAGE_DEFAULT;
271 desc.BindFlags = getBindFlags();
272 desc.CPUAccessFlags = 0;
273 desc.MiscFlags = 0;
274
275 HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
276
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000277 // this can happen from windows TDR
278 if (d3d11::isDeviceLostError(result))
279 {
280 mRenderer->notifyDeviceLost();
281 gl::error(GL_OUT_OF_MEMORY);
282 }
283 else if (FAILED(result))
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000284 {
285 ASSERT(result == E_OUTOFMEMORY);
286 ERR("Creating image failed.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000287 gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000288 }
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000289 else
290 {
291 mTexture->GetDesc(&desc);
292 mMipLevels = desc.MipLevels;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000293 mTextureWidth = desc.Width;
294 mTextureHeight = desc.Height;
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000295 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000296 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000297}
298
299TextureStorage11_2D::~TextureStorage11_2D()
300{
301 if (mTexture)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000302 {
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000303 mTexture->Release();
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000304 mTexture = NULL;
305 }
daniel@transgaming.com1e1b5e92013-01-11 04:11:27 +0000306
307 if (mSRV)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000308 {
daniel@transgaming.com1e1b5e92013-01-11 04:11:27 +0000309 mSRV->Release();
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000310 mSRV = NULL;
311 }
312
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000313 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000314 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000315 delete mRenderTarget[i];
316 mRenderTarget[i] = NULL;
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000317 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000318}
319
320TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage)
321{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000322 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2D*, storage));
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000323 return static_cast<TextureStorage11_2D*>(storage);
324}
325
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000326RenderTarget *TextureStorage11_2D::getRenderTarget(int level)
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000327{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000328 if (level >= 0 && level < static_cast<int>(mMipLevels))
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000329 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000330 if (!mRenderTarget[level])
331 {
332 ID3D11Device *device = mRenderer->getDevice();
333 HRESULT result;
334
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +0000335 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000336 srvDesc.Format = mShaderResourceFormat;
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +0000337 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
338 srvDesc.Texture2D.MostDetailedMip = level;
339 srvDesc.Texture2D.MipLevels = 1;
340
341 ID3D11ShaderResourceView *srv;
342 result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
343
344 if (result == E_OUTOFMEMORY)
345 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000346 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +0000347 }
348 ASSERT(SUCCEEDED(result));
349
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000350 if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
351 {
352 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
353 rtvDesc.Format = mRenderTargetFormat;
354 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
355 rtvDesc.Texture2D.MipSlice = level;
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +0000356
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000357 ID3D11RenderTargetView *rtv;
358 result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
359
360 if (result == E_OUTOFMEMORY)
361 {
362 srv->Release();
363 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
364 }
365 ASSERT(SUCCEEDED(result));
366
367 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
368 // also needs to keep a reference to the texture.
369 mTexture->AddRef();
370
371 mRenderTarget[level] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
372 std::max(mTextureWidth >> level, 1U),
373 std::max(mTextureHeight >> level, 1U));
374 }
375 else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
376 {
377 D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
378 dsvDesc.Format = mDepthStencilFormat;
379 dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
380 dsvDesc.Texture2D.MipSlice = level;
381 dsvDesc.Flags = 0;
382
383 ID3D11DepthStencilView *dsv;
384 result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
385
386 if (result == E_OUTOFMEMORY)
387 {
388 srv->Release();
389 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
390 }
391 ASSERT(SUCCEEDED(result));
392
393 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
394 // also needs to keep a reference to the texture.
395 mTexture->AddRef();
396
397 mRenderTarget[level] = new RenderTarget11(mRenderer, dsv, mTexture, srv,
398 std::max(mTextureWidth >> level, 1U),
399 std::max(mTextureHeight >> level, 1U));
400 }
401 else
402 {
403 UNREACHABLE();
404 }
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000405 }
406
407 return mRenderTarget[level];
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000408 }
409 else
410 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000411 return NULL;
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000412 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000413}
414
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000415ID3D11ShaderResourceView *TextureStorage11_2D::getSRV()
daniel@transgaming.comb50d5302013-01-11 04:07:29 +0000416{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000417 if (!mSRV)
418 {
419 ID3D11Device *device = mRenderer->getDevice();
420
421 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000422 srvDesc.Format = mShaderResourceFormat;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000423 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
424 srvDesc.Texture2D.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
425 srvDesc.Texture2D.MostDetailedMip = 0;
426
427 HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
428
429 if (result == E_OUTOFMEMORY)
430 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000431 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000432 }
433 ASSERT(SUCCEEDED(result));
434 }
435
daniel@transgaming.comb50d5302013-01-11 04:07:29 +0000436 return mSRV;
437}
438
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000439void TextureStorage11_2D::generateMipmap(int level)
440{
shannon.woods@transgaming.com85bdfce2013-01-25 21:51:07 +0000441 RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(level - 1));
442 RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(level));
443
444 generateMipmapLayer(source, dest);
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000445}
446
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000447TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
448 : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
449{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000450 for (unsigned int i = 0; i < 6; i++)
daniel@transgaming.com5cdd0582013-01-11 04:07:35 +0000451 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000452 for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++)
453 {
454 mRenderTarget[i][j] = NULL;
455 }
daniel@transgaming.com5cdd0582013-01-11 04:07:35 +0000456 }
457
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000458 DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
459 if (d3d11::IsDepthStencilFormat(convertedFormat))
460 {
461 mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
462 mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat);
463 mDepthStencilFormat = convertedFormat;
464 mRenderTargetFormat = DXGI_FORMAT_UNKNOWN;
465 }
466 else
467 {
468 mTextureFormat = convertedFormat;
469 mShaderResourceFormat = convertedFormat;
470 mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
471 mRenderTargetFormat = convertedFormat;
472 }
473
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000474 // if the size is not positive this should be treated as an incomplete texture
475 // we handle that here by skipping the d3d texture creation
476 if (size > 0)
477 {
478 // adjust size if needed for compressed textures
479 int height = size;
480 gl::MakeValidSize(false, gl::IsCompressed(internalformat), &size, &height, &mLodOffset);
481
482 ID3D11Device *device = mRenderer->getDevice();
483
484 D3D11_TEXTURE2D_DESC desc;
485 desc.Width = size;
486 desc.Height = size;
487 desc.MipLevels = levels + mLodOffset;
488 desc.ArraySize = 6;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000489 desc.Format = mTextureFormat;
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000490 desc.SampleDesc.Count = 1;
491 desc.SampleDesc.Quality = 0;
492 desc.Usage = D3D11_USAGE_DEFAULT;
493 desc.BindFlags = getBindFlags();
494 desc.CPUAccessFlags = 0;
495 desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
496
497 HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
498
499 if (FAILED(result))
500 {
501 ASSERT(result == E_OUTOFMEMORY);
502 ERR("Creating image failed.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000503 gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000504 }
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000505 else
506 {
507 mTexture->GetDesc(&desc);
508 mMipLevels = desc.MipLevels;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000509 mTextureWidth = desc.Width;
510 mTextureHeight = desc.Height;
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000511 }
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000512 }
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000513}
514
515TextureStorage11_Cube::~TextureStorage11_Cube()
516{
517 if (mTexture)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000518 {
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000519 mTexture->Release();
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000520 mTexture = NULL;
521 }
daniel@transgaming.com1e1b5e92013-01-11 04:11:27 +0000522
523 if (mSRV)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000524 {
daniel@transgaming.com1e1b5e92013-01-11 04:11:27 +0000525 mSRV->Release();
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000526 mSRV = NULL;
527 }
528
529 for (unsigned int i = 0; i < 6; i++)
530 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000531 for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000532 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000533 delete mRenderTarget[i][j];
534 mRenderTarget[i][j] = NULL;
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000535 }
536 }
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000537}
538
539TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage)
540{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000541 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_Cube*, storage));
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000542 return static_cast<TextureStorage11_Cube*>(storage);
543}
544
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000545RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget, int level)
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000546{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000547 unsigned int faceIdx = gl::TextureCubeMap::faceIndex(faceTarget);
548 if (level >= 0 && level < static_cast<int>(mMipLevels))
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000549 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000550 if (!mRenderTarget[faceIdx][level])
551 {
552 ID3D11Device *device = mRenderer->getDevice();
553 HRESULT result;
554
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000555 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
556 srvDesc.Format = mShaderResourceFormat;
557 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
558 srvDesc.Texture2DArray.MostDetailedMip = level;
559 srvDesc.Texture2DArray.MipLevels = 1;
560 srvDesc.Texture2DArray.FirstArraySlice = faceIdx;
561 srvDesc.Texture2DArray.ArraySize = 1;
562
563 ID3D11ShaderResourceView *srv;
564 result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
565
566 if (result == E_OUTOFMEMORY)
567 {
568 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
569 }
570 ASSERT(SUCCEEDED(result));
571
572 if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000573 {
574 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000575 rtvDesc.Format = mRenderTargetFormat;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000576 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
577 rtvDesc.Texture2DArray.MipSlice = level;
578 rtvDesc.Texture2DArray.FirstArraySlice = faceIdx;
579 rtvDesc.Texture2DArray.ArraySize = 1;
580
581 ID3D11RenderTargetView *rtv;
582 result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
583
584 if (result == E_OUTOFMEMORY)
585 {
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000586 srv->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000587 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +0000588 }
589 ASSERT(SUCCEEDED(result));
590
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +0000591 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
592 // also needs to keep a reference to the texture.
593 mTexture->AddRef();
594
595 mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000596 std::max(mTextureWidth >> level, 1U),
597 std::max(mTextureHeight >> level, 1U));
598 }
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000599 else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000600 {
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000601 D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
602 dsvDesc.Format = mRenderTargetFormat;
603 dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
604 dsvDesc.Texture2DArray.MipSlice = level;
605 dsvDesc.Texture2DArray.FirstArraySlice = faceIdx;
606 dsvDesc.Texture2DArray.ArraySize = 1;
607
608 ID3D11DepthStencilView *dsv;
609 result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
610
611 if (result == E_OUTOFMEMORY)
612 {
613 srv->Release();
614 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
615 }
616 ASSERT(SUCCEEDED(result));
617
618 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
619 // also needs to keep a reference to the texture.
620 mTexture->AddRef();
621
622 mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, dsv, mTexture, srv,
623 std::max(mTextureWidth >> level, 1U),
624 std::max(mTextureHeight >> level, 1U));
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000625 }
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000626 else
627 {
628 UNREACHABLE();
629 }
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000630 }
631
632 return mRenderTarget[faceIdx][level];
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000633 }
634 else
635 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000636 return NULL;
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000637 }
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000638}
639
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000640ID3D11ShaderResourceView *TextureStorage11_Cube::getSRV()
daniel@transgaming.comb50d5302013-01-11 04:07:29 +0000641{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000642 if (!mSRV)
643 {
644 ID3D11Device *device = mRenderer->getDevice();
645
646 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000647 srvDesc.Format = mShaderResourceFormat;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000648 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
649 srvDesc.TextureCube.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
650 srvDesc.TextureCube.MostDetailedMip = 0;
651
652 HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
653
654 if (result == E_OUTOFMEMORY)
655 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000656 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000657 }
658 ASSERT(SUCCEEDED(result));
659 }
660
daniel@transgaming.comb50d5302013-01-11 04:07:29 +0000661 return mSRV;
662}
663
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000664void TextureStorage11_Cube::generateMipmap(int face, int level)
665{
shannon.woods@transgaming.com85bdfce2013-01-25 21:51:07 +0000666 RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level - 1));
667 RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level));
668
669 generateMipmapLayer(source, dest);
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000670}
671
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000672}