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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
17#include "libGLESv2/main.h"
18
19namespace rx
20{
21
22TextureStorage11::TextureStorage11(Renderer *renderer, UINT bindFlags)
23 : mBindFlags(bindFlags),
24 mLodOffset(0)
25{
26 mRenderer = Renderer11::makeRenderer11(renderer);
27}
28
29TextureStorage11::~TextureStorage11()
30{
31}
32
33TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage)
34{
35 ASSERT(dynamic_cast<TextureStorage11*>(storage) != NULL);
36 return static_cast<TextureStorage11*>(storage);
37}
38
39DWORD TextureStorage11::GetTextureBindFlags(DXGI_FORMAT format, GLenum glusage, bool forceRenderable)
40{
41 UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
42
43 if (format == DXGI_FORMAT_D24_UNORM_S8_UINT)
44 {
45 bindFlags |= D3D11_BIND_DEPTH_STENCIL;
46 }
47 else if(forceRenderable || (TextureStorage11::IsTextureFormatRenderable(format) && (glusage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE)))
48 {
49 bindFlags |= D3D11_BIND_RENDER_TARGET;
50 }
51 return bindFlags;
52}
53
54bool TextureStorage11::IsTextureFormatRenderable(DXGI_FORMAT format)
55{
56 switch(format)
57 {
58 case DXGI_FORMAT_R8G8B8A8_UNORM:
59 case DXGI_FORMAT_A8_UNORM:
60 case DXGI_FORMAT_R32G32B32A32_FLOAT:
61 case DXGI_FORMAT_R32G32B32_FLOAT:
62 case DXGI_FORMAT_R16G16B16A16_FLOAT:
63 case DXGI_FORMAT_B8G8R8A8_UNORM:
64 case DXGI_FORMAT_R8_UNORM:
65 case DXGI_FORMAT_R8G8_UNORM:
66 case DXGI_FORMAT_R16_FLOAT:
67 case DXGI_FORMAT_R16G16_FLOAT:
68 return true;
69 case DXGI_FORMAT_BC1_UNORM:
70 case DXGI_FORMAT_BC2_UNORM:
71 case DXGI_FORMAT_BC3_UNORM:
72 return false;
73 default:
74 UNREACHABLE();
75 return false;
76 }
77}
78
79UINT TextureStorage11::getBindFlags() const
80{
81 return mBindFlags;
82}
83
84int TextureStorage11::getLodOffset() const
85{
86 return mLodOffset;
87}
88
89bool TextureStorage11::isRenderTarget() const
90{
91 return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0;
92}
93
94bool TextureStorage11::isManaged() const
95{
96 return false;
97}
98
99// TODO - We should store level count internally at creation time instead
100// of making driver calls to determine it each time levelCount() is called.
101int TextureStorage11::levelCount()
102{
103 int levels = 0;
104 if (getBaseTexture())
105 {
106 D3D11_TEXTURE2D_DESC desc;
107 getBaseTexture()->GetDesc(&desc);
108 levels = desc.MipLevels - getLodOffset();
109 }
110 return levels;
111}
112
daniel@transgaming.com9a2f54d2013-01-11 04:06:36 +0000113// TODO - Once we're storing level count internally, we should no longer
114// need to look up the texture description to determine the number of mip levels.
115UINT TextureStorage11::getSubresourceIndex(int level, int faceIndex)
116{
117 UINT index = 0;
118 if (getBaseTexture())
119 {
120 D3D11_TEXTURE2D_DESC desc;
121 getBaseTexture()->GetDesc(&desc);
122 index = D3D11CalcSubresource(level, faceIndex, desc.MipLevels);
123 }
124 return index;
125}
126
127bool TextureStorage11::updateSubresourceLevel(ID3D11Texture2D *srcTexture, int level, int face, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
128{
129 if (srcTexture)
130 {
131 D3D11_BOX srcBox;
132 srcBox.left = xoffset;
133 srcBox.top = yoffset;
134 srcBox.right = xoffset + width;
135 srcBox.bottom = yoffset + height;
136 srcBox.front = 0;
137 srcBox.back = 1;
138
139 ID3D11DeviceContext *context = mRenderer->getDeviceContext();
140
141 ASSERT(getBaseTexture());
142 context->CopySubresourceRegion(getBaseTexture(), getSubresourceIndex(level, face), xoffset, yoffset, 0, srcTexture, 0, &srcBox);
143 return true;
144 }
145
146 return false;
147}
148
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000149TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain)
150 : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE)
151{
152 ID3D11Texture2D *surfaceTexture = swapchain->getOffscreenTexture();
153 mTexture = surfaceTexture;
154
155 D3D11_TEXTURE2D_DESC desc;
156 surfaceTexture->GetDesc(&desc);
157
158 initializeRenderTarget(desc.Format, desc.Width, desc.Height);
159}
160
161TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
162 : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
163{
164 mTexture = NULL;
165 DXGI_FORMAT format = gl_d3d11::ConvertTextureFormat(internalformat);
166 // if the width or height is not positive this should be treated as an incomplete texture
167 // we handle that here by skipping the d3d texture creation
168 if (width > 0 && height > 0)
169 {
170 // adjust size if needed for compressed textures
171 gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset);
172
173 ID3D11Device *device = mRenderer->getDevice();
174
175 D3D11_TEXTURE2D_DESC desc;
176 desc.Width = width; // Compressed texture size constraints?
177 desc.Height = height;
178 desc.MipLevels = levels + mLodOffset;
179 desc.ArraySize = 1;
180 desc.Format = format;
181 desc.SampleDesc.Count = 1;
182 desc.SampleDesc.Quality = 0;
183 desc.Usage = D3D11_USAGE_DEFAULT;
184 desc.BindFlags = getBindFlags();
185 desc.CPUAccessFlags = 0;
186 desc.MiscFlags = 0;
187
188 HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
189
190 if (FAILED(result))
191 {
192 ASSERT(result == E_OUTOFMEMORY);
193 ERR("Creating image failed.");
194 error(GL_OUT_OF_MEMORY);
195 }
196 }
197
198 initializeRenderTarget(format, width, height);
199}
200
201TextureStorage11_2D::~TextureStorage11_2D()
202{
203 if (mTexture)
204 mTexture->Release();
205}
206
207TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage)
208{
209 ASSERT(dynamic_cast<TextureStorage11_2D*>(storage) != NULL);
210 return static_cast<TextureStorage11_2D*>(storage);
211}
212
213RenderTarget *TextureStorage11_2D::getRenderTarget() const
214{
215 return mRenderTarget;
216}
217
218ID3D11Texture2D *TextureStorage11_2D::getBaseTexture() const
219{
220 return mTexture;
221}
222
223void TextureStorage11_2D::generateMipmap(int level)
224{
225 // TODO
226 UNIMPLEMENTED();
227}
228
229void TextureStorage11_2D::initializeRenderTarget(DXGI_FORMAT format, int width, int height)
230{
231 mRenderTarget = NULL;
232
233 if (mTexture != NULL && isRenderTarget())
234 {
235 if (getBindFlags() & D3D11_BIND_RENDER_TARGET)
236 {
237 // Create render target view -- texture should already be created with
238 // BIND_RENDER_TARGET flag.
239 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
240 rtvDesc.Format = format;
241 rtvDesc.Texture2D.MipSlice = 0;
242
243 ID3D11RenderTargetView *renderTargetView;
244 ID3D11Device *device = mRenderer->getDevice();
245 HRESULT result = device->CreateRenderTargetView(mTexture, &rtvDesc, &renderTargetView);
246
247 if (result == E_OUTOFMEMORY)
248 return;
249
250 ASSERT(SUCCESS(result));
251
252 mRenderTarget = new RenderTarget11(mRenderer, renderTargetView, width, height);
253 }
254 else if (getBindFlags() & D3D11_BIND_DEPTH_STENCIL)
255 {
256 // TODO
257 UNIMPLEMENTED();
258 }
259 else
260 UNREACHABLE();
261 }
262}
263
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000264TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
265 : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
266{
267 mTexture = NULL;
268 DXGI_FORMAT format = gl_d3d11::ConvertTextureFormat(internalformat);
269 // if the size is not positive this should be treated as an incomplete texture
270 // we handle that here by skipping the d3d texture creation
271 if (size > 0)
272 {
273 // adjust size if needed for compressed textures
274 int height = size;
275 gl::MakeValidSize(false, gl::IsCompressed(internalformat), &size, &height, &mLodOffset);
276
277 ID3D11Device *device = mRenderer->getDevice();
278
279 D3D11_TEXTURE2D_DESC desc;
280 desc.Width = size;
281 desc.Height = size;
282 desc.MipLevels = levels + mLodOffset;
283 desc.ArraySize = 6;
284 desc.Format = format;
285 desc.SampleDesc.Count = 1;
286 desc.SampleDesc.Quality = 0;
287 desc.Usage = D3D11_USAGE_DEFAULT;
288 desc.BindFlags = getBindFlags();
289 desc.CPUAccessFlags = 0;
290 desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
291
292 HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
293
294 if (FAILED(result))
295 {
296 ASSERT(result == E_OUTOFMEMORY);
297 ERR("Creating image failed.");
298 error(GL_OUT_OF_MEMORY);
299 }
300 }
301
302 initializeRenderTarget(format, size);
303}
304
305TextureStorage11_Cube::~TextureStorage11_Cube()
306{
307 if (mTexture)
308 mTexture->Release();
309}
310
311TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage)
312{
313 ASSERT(dynamic_cast<TextureStorage11_Cube*>(storage) != NULL);
314 return static_cast<TextureStorage11_Cube*>(storage);
315}
316
317RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget) const
318{
319 return mRenderTarget[gl::TextureCubeMap::faceIndex(faceTarget)];
320}
321
322ID3D11Texture2D *TextureStorage11_Cube::getBaseTexture() const
323{
324 return mTexture;
325}
326
327void TextureStorage11_Cube::generateMipmap(int face, int level)
328{
329 // TODO
330 UNIMPLEMENTED();
331}
332
333void TextureStorage11_Cube::initializeRenderTarget(DXGI_FORMAT format, int size)
334{
335 for (int i = 0; i < 6; ++i)
336 {
337 mRenderTarget[i] = NULL;
338 }
339
340 if (mTexture != NULL && isRenderTarget())
341 {
342 if (getBindFlags() & D3D11_BIND_RENDER_TARGET)
343 {
344 // Create render target view -- texture should already be created with
345 // BIND_RENDER_TARGET flag.
346
347 for (int i = 0; i < 6; ++i)
348 {
349 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
350 rtvDesc.Format = format;
351 rtvDesc.Texture2DArray.MipSlice = 0;
352 rtvDesc.Texture2DArray.FirstArraySlice = i;
353 rtvDesc.Texture2DArray.ArraySize = 1;
354
355 ID3D11RenderTargetView *renderTargetView;
356 ID3D11Device *device = mRenderer->getDevice();
357 HRESULT result = device->CreateRenderTargetView(mTexture, &rtvDesc, &renderTargetView);
358
359 if (result == E_OUTOFMEMORY)
360 return;
361
362 ASSERT(SUCCESS(result));
363
364 mRenderTarget[i] = new RenderTarget11(mRenderer, renderTargetView, size, size);
365 }
366 }
367 else if (getBindFlags() & D3D11_BIND_DEPTH_STENCIL)
368 {
369 // TODO
370 UNIMPLEMENTED();
371 }
372 else
373 UNREACHABLE();
374 }
375}
376
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000377}