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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
135bool TextureStorage11::updateSubresourceLevel(ID3D11Texture2D *srcTexture, int level, int face, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
136{
137 if (srcTexture)
138 {
shannon.woods@transgaming.com7ae9e7f2013-02-28 23:13:27 +0000139 // Round up the width and height to the nearest multiple of dimension alignment
140 unsigned int dimensionAlignment = d3d11::GetTextureFormatDimensionAlignment(mTextureFormat);
141 width = width + dimensionAlignment - 1 - (width - 1) % dimensionAlignment;
142 height = height + dimensionAlignment - 1 - (height - 1) % dimensionAlignment;
143
daniel@transgaming.com9a2f54d2013-01-11 04:06:36 +0000144 D3D11_BOX srcBox;
145 srcBox.left = xoffset;
146 srcBox.top = yoffset;
147 srcBox.right = xoffset + width;
148 srcBox.bottom = yoffset + height;
149 srcBox.front = 0;
150 srcBox.back = 1;
151
152 ID3D11DeviceContext *context = mRenderer->getDeviceContext();
153
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000154 ASSERT(getBaseTexture());
daniel@transgaming.com9a2f54d2013-01-11 04:06:36 +0000155 context->CopySubresourceRegion(getBaseTexture(), getSubresourceIndex(level, face), xoffset, yoffset, 0, srcTexture, 0, &srcBox);
156 return true;
157 }
158
159 return false;
160}
161
shannon.woods@transgaming.com85bdfce2013-01-25 21:51:07 +0000162void TextureStorage11::generateMipmapLayer(RenderTarget11 *source, RenderTarget11 *dest)
163{
164 if (source && dest)
165 {
166 ID3D11ShaderResourceView *sourceSRV = source->getShaderResourceView();
167 ID3D11RenderTargetView *destRTV = dest->getRenderTargetView();
168
169 if (sourceSRV && destRTV)
170 {
171 gl::Rectangle sourceArea;
172 sourceArea.x = 0;
173 sourceArea.y = 0;
174 sourceArea.width = source->getWidth();
175 sourceArea.height = source->getHeight();
176
177 gl::Rectangle destArea;
178 destArea.x = 0;
179 destArea.y = 0;
180 destArea.width = dest->getWidth();
181 destArea.height = dest->getHeight();
182
183 mRenderer->copyTexture(sourceSRV, sourceArea, source->getWidth(), source->getHeight(),
184 destRTV, destArea, dest->getWidth(), dest->getHeight(),
185 GL_RGBA);
186 }
187
188 if (sourceSRV)
189 {
190 sourceSRV->Release();
191 }
192 if (destRTV)
193 {
194 destRTV->Release();
195 }
196 }
197}
198
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000199TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain)
200 : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE)
201{
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000202 mTexture = swapchain->getOffscreenTexture();
203 mSRV = swapchain->getRenderTargetShaderResource();
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000204
205 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
206 {
207 mRenderTarget[i] = NULL;
208 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000209
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000210 D3D11_TEXTURE2D_DESC texDesc;
211 mTexture->GetDesc(&texDesc);
212 mMipLevels = texDesc.MipLevels;
213 mTextureFormat = texDesc.Format;
214 mTextureWidth = texDesc.Width;
215 mTextureHeight = texDesc.Height;
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000216
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000217 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
218 mSRV->GetDesc(&srvDesc);
219 mShaderResourceFormat = srvDesc.Format;
220
221 ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget();
222 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
223 offscreenRTV->GetDesc(&rtvDesc);
224 mRenderTargetFormat = rtvDesc.Format;
225 offscreenRTV->Release();
226
227 mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000228}
229
230TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
231 : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
232{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000233 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
234 {
235 mRenderTarget[i] = NULL;
236 }
237
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000238 DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
239 if (d3d11::IsDepthStencilFormat(convertedFormat))
240 {
241 mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
242 mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat);
243 mDepthStencilFormat = convertedFormat;
244 mRenderTargetFormat = DXGI_FORMAT_UNKNOWN;
245 }
246 else
247 {
248 mTextureFormat = convertedFormat;
249 mShaderResourceFormat = convertedFormat;
250 mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
251 mRenderTargetFormat = convertedFormat;
252 }
253
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000254 // if the width or height is not positive this should be treated as an incomplete texture
255 // we handle that here by skipping the d3d texture creation
256 if (width > 0 && height > 0)
257 {
258 // adjust size if needed for compressed textures
259 gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset);
260
261 ID3D11Device *device = mRenderer->getDevice();
262
263 D3D11_TEXTURE2D_DESC desc;
264 desc.Width = width; // Compressed texture size constraints?
265 desc.Height = height;
shannon.woods@transgaming.comc22e3602013-02-28 23:20:39 +0000266 desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0;
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000267 desc.ArraySize = 1;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000268 desc.Format = mTextureFormat;
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000269 desc.SampleDesc.Count = 1;
270 desc.SampleDesc.Quality = 0;
271 desc.Usage = D3D11_USAGE_DEFAULT;
272 desc.BindFlags = getBindFlags();
273 desc.CPUAccessFlags = 0;
274 desc.MiscFlags = 0;
275
276 HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
277
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000278 // this can happen from windows TDR
279 if (d3d11::isDeviceLostError(result))
280 {
281 mRenderer->notifyDeviceLost();
282 gl::error(GL_OUT_OF_MEMORY);
283 }
284 else if (FAILED(result))
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000285 {
286 ASSERT(result == E_OUTOFMEMORY);
287 ERR("Creating image failed.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000288 gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000289 }
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000290 else
291 {
292 mTexture->GetDesc(&desc);
293 mMipLevels = desc.MipLevels;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000294 mTextureWidth = desc.Width;
295 mTextureHeight = desc.Height;
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000296 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000297 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000298}
299
300TextureStorage11_2D::~TextureStorage11_2D()
301{
302 if (mTexture)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000303 {
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000304 mTexture->Release();
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000305 mTexture = NULL;
306 }
daniel@transgaming.com1e1b5e92013-01-11 04:11:27 +0000307
308 if (mSRV)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000309 {
daniel@transgaming.com1e1b5e92013-01-11 04:11:27 +0000310 mSRV->Release();
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000311 mSRV = NULL;
312 }
313
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000314 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000315 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000316 delete mRenderTarget[i];
317 mRenderTarget[i] = NULL;
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000318 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000319}
320
321TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage)
322{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000323 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2D*, storage));
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000324 return static_cast<TextureStorage11_2D*>(storage);
325}
326
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000327RenderTarget *TextureStorage11_2D::getRenderTarget(int level)
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000328{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000329 if (level >= 0 && level < static_cast<int>(mMipLevels))
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000330 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000331 if (!mRenderTarget[level])
332 {
333 ID3D11Device *device = mRenderer->getDevice();
334 HRESULT result;
335
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +0000336 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000337 srvDesc.Format = mShaderResourceFormat;
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +0000338 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
339 srvDesc.Texture2D.MostDetailedMip = level;
340 srvDesc.Texture2D.MipLevels = 1;
341
342 ID3D11ShaderResourceView *srv;
343 result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
344
345 if (result == E_OUTOFMEMORY)
346 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000347 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +0000348 }
349 ASSERT(SUCCEEDED(result));
350
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000351 if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
352 {
353 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
354 rtvDesc.Format = mRenderTargetFormat;
355 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
356 rtvDesc.Texture2D.MipSlice = level;
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +0000357
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000358 ID3D11RenderTargetView *rtv;
359 result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
360
361 if (result == E_OUTOFMEMORY)
362 {
363 srv->Release();
364 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
365 }
366 ASSERT(SUCCEEDED(result));
367
368 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
369 // also needs to keep a reference to the texture.
370 mTexture->AddRef();
371
372 mRenderTarget[level] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
373 std::max(mTextureWidth >> level, 1U),
374 std::max(mTextureHeight >> level, 1U));
375 }
376 else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
377 {
378 D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
379 dsvDesc.Format = mDepthStencilFormat;
380 dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
381 dsvDesc.Texture2D.MipSlice = level;
382 dsvDesc.Flags = 0;
383
384 ID3D11DepthStencilView *dsv;
385 result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
386
387 if (result == E_OUTOFMEMORY)
388 {
389 srv->Release();
390 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
391 }
392 ASSERT(SUCCEEDED(result));
393
394 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
395 // also needs to keep a reference to the texture.
396 mTexture->AddRef();
397
398 mRenderTarget[level] = new RenderTarget11(mRenderer, dsv, mTexture, srv,
399 std::max(mTextureWidth >> level, 1U),
400 std::max(mTextureHeight >> level, 1U));
401 }
402 else
403 {
404 UNREACHABLE();
405 }
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000406 }
407
408 return mRenderTarget[level];
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000409 }
410 else
411 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000412 return NULL;
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000413 }
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000414}
415
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000416ID3D11ShaderResourceView *TextureStorage11_2D::getSRV()
daniel@transgaming.comb50d5302013-01-11 04:07:29 +0000417{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000418 if (!mSRV)
419 {
420 ID3D11Device *device = mRenderer->getDevice();
421
422 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000423 srvDesc.Format = mShaderResourceFormat;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000424 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
425 srvDesc.Texture2D.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
426 srvDesc.Texture2D.MostDetailedMip = 0;
427
428 HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
429
430 if (result == E_OUTOFMEMORY)
431 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000432 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000433 }
434 ASSERT(SUCCEEDED(result));
435 }
436
daniel@transgaming.comb50d5302013-01-11 04:07:29 +0000437 return mSRV;
438}
439
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000440void TextureStorage11_2D::generateMipmap(int level)
441{
shannon.woods@transgaming.com85bdfce2013-01-25 21:51:07 +0000442 RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(level - 1));
443 RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(level));
444
445 generateMipmapLayer(source, dest);
daniel@transgaming.com4834ee22013-01-11 04:06:16 +0000446}
447
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000448TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
449 : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
450{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000451 for (unsigned int i = 0; i < 6; i++)
daniel@transgaming.com5cdd0582013-01-11 04:07:35 +0000452 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000453 for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++)
454 {
455 mRenderTarget[i][j] = NULL;
456 }
daniel@transgaming.com5cdd0582013-01-11 04:07:35 +0000457 }
458
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000459 DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
460 if (d3d11::IsDepthStencilFormat(convertedFormat))
461 {
462 mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
463 mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat);
464 mDepthStencilFormat = convertedFormat;
465 mRenderTargetFormat = DXGI_FORMAT_UNKNOWN;
466 }
467 else
468 {
469 mTextureFormat = convertedFormat;
470 mShaderResourceFormat = convertedFormat;
471 mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
472 mRenderTargetFormat = convertedFormat;
473 }
474
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000475 // if the size is not positive this should be treated as an incomplete texture
476 // we handle that here by skipping the d3d texture creation
477 if (size > 0)
478 {
479 // adjust size if needed for compressed textures
480 int height = size;
481 gl::MakeValidSize(false, gl::IsCompressed(internalformat), &size, &height, &mLodOffset);
482
483 ID3D11Device *device = mRenderer->getDevice();
484
485 D3D11_TEXTURE2D_DESC desc;
486 desc.Width = size;
487 desc.Height = size;
shannon.woods@transgaming.comc22e3602013-02-28 23:20:39 +0000488 desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0;
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000489 desc.ArraySize = 6;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000490 desc.Format = mTextureFormat;
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000491 desc.SampleDesc.Count = 1;
492 desc.SampleDesc.Quality = 0;
493 desc.Usage = D3D11_USAGE_DEFAULT;
494 desc.BindFlags = getBindFlags();
495 desc.CPUAccessFlags = 0;
496 desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
497
498 HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
499
500 if (FAILED(result))
501 {
502 ASSERT(result == E_OUTOFMEMORY);
503 ERR("Creating image failed.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000504 gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000505 }
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000506 else
507 {
508 mTexture->GetDesc(&desc);
509 mMipLevels = desc.MipLevels;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000510 mTextureWidth = desc.Width;
511 mTextureHeight = desc.Height;
daniel@transgaming.comb1154552013-01-11 04:11:02 +0000512 }
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000513 }
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000514}
515
516TextureStorage11_Cube::~TextureStorage11_Cube()
517{
518 if (mTexture)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000519 {
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000520 mTexture->Release();
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000521 mTexture = NULL;
522 }
daniel@transgaming.com1e1b5e92013-01-11 04:11:27 +0000523
524 if (mSRV)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000525 {
daniel@transgaming.com1e1b5e92013-01-11 04:11:27 +0000526 mSRV->Release();
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000527 mSRV = NULL;
528 }
529
530 for (unsigned int i = 0; i < 6; i++)
531 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000532 for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++)
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000533 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000534 delete mRenderTarget[i][j];
535 mRenderTarget[i][j] = NULL;
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000536 }
537 }
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000538}
539
540TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage)
541{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000542 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_Cube*, storage));
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000543 return static_cast<TextureStorage11_Cube*>(storage);
544}
545
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000546RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget, int level)
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000547{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000548 unsigned int faceIdx = gl::TextureCubeMap::faceIndex(faceTarget);
549 if (level >= 0 && level < static_cast<int>(mMipLevels))
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000550 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000551 if (!mRenderTarget[faceIdx][level])
552 {
553 ID3D11Device *device = mRenderer->getDevice();
554 HRESULT result;
555
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000556 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
557 srvDesc.Format = mShaderResourceFormat;
shannon.woods@transgaming.comd89f1942013-02-28 23:18:27 +0000558 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000559 srvDesc.Texture2DArray.MostDetailedMip = level;
560 srvDesc.Texture2DArray.MipLevels = 1;
561 srvDesc.Texture2DArray.FirstArraySlice = faceIdx;
562 srvDesc.Texture2DArray.ArraySize = 1;
563
564 ID3D11ShaderResourceView *srv;
565 result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
566
567 if (result == E_OUTOFMEMORY)
568 {
569 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
570 }
571 ASSERT(SUCCEEDED(result));
572
573 if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000574 {
575 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000576 rtvDesc.Format = mRenderTargetFormat;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000577 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
578 rtvDesc.Texture2DArray.MipSlice = level;
579 rtvDesc.Texture2DArray.FirstArraySlice = faceIdx;
580 rtvDesc.Texture2DArray.ArraySize = 1;
581
582 ID3D11RenderTargetView *rtv;
583 result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
584
585 if (result == E_OUTOFMEMORY)
586 {
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000587 srv->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000588 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +0000589 }
590 ASSERT(SUCCEEDED(result));
591
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +0000592 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
593 // also needs to keep a reference to the texture.
594 mTexture->AddRef();
595
596 mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000597 std::max(mTextureWidth >> level, 1U),
598 std::max(mTextureHeight >> level, 1U));
599 }
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000600 else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000601 {
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000602 D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
603 dsvDesc.Format = mRenderTargetFormat;
604 dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
605 dsvDesc.Texture2DArray.MipSlice = level;
606 dsvDesc.Texture2DArray.FirstArraySlice = faceIdx;
607 dsvDesc.Texture2DArray.ArraySize = 1;
608
609 ID3D11DepthStencilView *dsv;
610 result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
611
612 if (result == E_OUTOFMEMORY)
613 {
614 srv->Release();
615 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
616 }
617 ASSERT(SUCCEEDED(result));
618
619 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
620 // also needs to keep a reference to the texture.
621 mTexture->AddRef();
622
623 mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, dsv, mTexture, srv,
624 std::max(mTextureWidth >> level, 1U),
625 std::max(mTextureHeight >> level, 1U));
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000626 }
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000627 else
628 {
629 UNREACHABLE();
630 }
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000631 }
632
633 return mRenderTarget[faceIdx][level];
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000634 }
635 else
636 {
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000637 return NULL;
shannon.woods@transgaming.com4b472352013-01-25 21:14:56 +0000638 }
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000639}
640
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000641ID3D11ShaderResourceView *TextureStorage11_Cube::getSRV()
daniel@transgaming.comb50d5302013-01-11 04:07:29 +0000642{
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000643 if (!mSRV)
644 {
645 ID3D11Device *device = mRenderer->getDevice();
646
647 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
shannon.woods@transgaming.com5b2d8552013-02-28 23:12:32 +0000648 srvDesc.Format = mShaderResourceFormat;
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000649 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
650 srvDesc.TextureCube.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
651 srvDesc.TextureCube.MostDetailedMip = 0;
652
653 HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
654
655 if (result == E_OUTOFMEMORY)
656 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000657 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
shannon.woods@transgaming.com858d32f2013-01-25 21:49:59 +0000658 }
659 ASSERT(SUCCEEDED(result));
660 }
661
daniel@transgaming.comb50d5302013-01-11 04:07:29 +0000662 return mSRV;
663}
664
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000665void TextureStorage11_Cube::generateMipmap(int face, int level)
666{
shannon.woods@transgaming.com85bdfce2013-01-25 21:51:07 +0000667 RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level - 1));
668 RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level));
669
670 generateMipmapLayer(source, dest);
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000671}
672
daniel@transgaming.comb2151e52013-01-11 04:06:24 +0000673}