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daniel@transgaming.comb5e1a272012-10-31 19:10:00 +00001//
2// Copyright (c) 2002-2012 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// TextureStorage.cpp: Implements the abstract gl::TextureStorage class and its concrete derived
8// classes TextureStorage2D and TextureStorageCubeMap, which act as the interface to the
9// D3D-side texture.
10
11#include "libGLESv2/main.h"
12#include "libGLESv2/renderer/TextureStorage.h"
13
14#include "common/debug.h"
15
16namespace gl
17{
18unsigned int TextureStorage::mCurrentTextureSerial = 1;
19
20TextureStorage::TextureStorage(DWORD usage)
21 : mD3DUsage(usage),
22 mD3DPool(getDisplay()->getRenderer()->getTexturePool(usage)), // D3D9_REPLACE
23 mTextureSerial(issueTextureSerial()),
24 mLodOffset(0)
25{
26}
27
28TextureStorage::~TextureStorage()
29{
30}
31
daniel@transgaming.comdf14c762012-10-31 19:51:48 +000032DWORD TextureStorage::GetTextureUsage(D3DFORMAT d3dfmt, GLenum glusage, bool forceRenderable)
33{
34 DWORD d3dusage = 0;
35
36 if (d3dfmt == D3DFMT_INTZ)
37 {
38 d3dusage |= D3DUSAGE_DEPTHSTENCIL;
39 }
40 else if(forceRenderable || (TextureStorage::IsTextureFormatRenderable(d3dfmt) && (glusage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE)))
41 {
42 d3dusage |= D3DUSAGE_RENDERTARGET;
43 }
44 return d3dusage;
45}
46
47bool TextureStorage::IsTextureFormatRenderable(D3DFORMAT format)
48{
49 if (format == D3DFMT_INTZ)
50 {
51 return true;
52 }
53 switch(format)
54 {
55 case D3DFMT_L8:
56 case D3DFMT_A8L8:
57 case D3DFMT_DXT1:
58 case D3DFMT_DXT3:
59 case D3DFMT_DXT5:
60 return false;
61 case D3DFMT_A8R8G8B8:
62 case D3DFMT_X8R8G8B8:
63 case D3DFMT_A16B16G16R16F:
64 case D3DFMT_A32B32G32R32F:
65 return true;
66 default:
67 UNREACHABLE();
68 }
69
70 return false;
71}
72
73D3DFORMAT TextureStorage::ConvertTextureInternalFormat(GLint internalformat)
74{
75 switch (internalformat)
76 {
77 case GL_DEPTH_COMPONENT16:
78 case GL_DEPTH_COMPONENT32_OES:
79 case GL_DEPTH24_STENCIL8_OES:
80 return D3DFMT_INTZ;
81 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
82 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
83 return D3DFMT_DXT1;
84 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
85 return D3DFMT_DXT3;
86 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
87 return D3DFMT_DXT5;
88 case GL_RGBA32F_EXT:
89 case GL_RGB32F_EXT:
90 case GL_ALPHA32F_EXT:
91 case GL_LUMINANCE32F_EXT:
92 case GL_LUMINANCE_ALPHA32F_EXT:
93 return D3DFMT_A32B32G32R32F;
94 case GL_RGBA16F_EXT:
95 case GL_RGB16F_EXT:
96 case GL_ALPHA16F_EXT:
97 case GL_LUMINANCE16F_EXT:
98 case GL_LUMINANCE_ALPHA16F_EXT:
99 return D3DFMT_A16B16G16R16F;
100 case GL_LUMINANCE8_EXT:
101 if (getContext()->supportsLuminanceTextures())
102 {
103 return D3DFMT_L8;
104 }
105 break;
106 case GL_LUMINANCE8_ALPHA8_EXT:
107 if (getContext()->supportsLuminanceAlphaTextures())
108 {
109 return D3DFMT_A8L8;
110 }
111 break;
112 case GL_RGB8_OES:
113 case GL_RGB565:
114 return D3DFMT_X8R8G8B8;
115 }
116
117 return D3DFMT_A8R8G8B8;
118}
119
daniel@transgaming.comb5e1a272012-10-31 19:10:00 +0000120bool TextureStorage::isRenderTarget() const
121{
122 return (mD3DUsage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL)) != 0;
123}
124
125bool TextureStorage::isManaged() const
126{
127 return (mD3DPool == D3DPOOL_MANAGED);
128}
129
130D3DPOOL TextureStorage::getPool() const
131{
132 return mD3DPool;
133}
134
135DWORD TextureStorage::getUsage() const
136{
137 return mD3DUsage;
138}
139
140unsigned int TextureStorage::getTextureSerial() const
141{
142 return mTextureSerial;
143}
144
145unsigned int TextureStorage::issueTextureSerial()
146{
147 return mCurrentTextureSerial++;
148}
149
150int TextureStorage::getLodOffset() const
151{
152 return mLodOffset;
153}
154
155TextureStorage2D::TextureStorage2D(IDirect3DTexture9 *surfaceTexture) : TextureStorage(D3DUSAGE_RENDERTARGET), mRenderTargetSerial(RenderbufferStorage::issueSerial())
156{
157 mTexture = surfaceTexture;
158}
159
160TextureStorage2D::TextureStorage2D(int levels, D3DFORMAT format, DWORD usage, int width, int height)
161 : TextureStorage(usage), mRenderTargetSerial(RenderbufferStorage::issueSerial())
162{
163 mTexture = NULL;
164 // if the width or height is not positive this should be treated as an incomplete texture
165 // we handle that here by skipping the d3d texture creation
166 if (width > 0 && height > 0)
167 {
168 IDirect3DDevice9 *device = getDisplay()->getRenderer()->getDevice(); // D3D9_REPLACE
169 MakeValidSize(false, dx::IsCompressedFormat(format), &width, &height, &mLodOffset);
170 HRESULT result = device->CreateTexture(width, height, levels ? levels + mLodOffset : 0, getUsage(), format, getPool(), &mTexture, NULL);
171
172 if (FAILED(result))
173 {
174 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
175 error(GL_OUT_OF_MEMORY);
176 }
177 }
178}
179
180TextureStorage2D::~TextureStorage2D()
181{
182 if (mTexture)
183 {
184 mTexture->Release();
185 }
186}
187
188// Increments refcount on surface.
189// caller must Release() the returned surface
190IDirect3DSurface9 *TextureStorage2D::getSurfaceLevel(int level, bool dirty)
191{
192 IDirect3DSurface9 *surface = NULL;
193
194 if (mTexture)
195 {
196 HRESULT result = mTexture->GetSurfaceLevel(level + mLodOffset, &surface);
197 ASSERT(SUCCEEDED(result));
198
199 // With managed textures the driver needs to be informed of updates to the lower mipmap levels
200 if (level != 0 && isManaged() && dirty)
201 {
202 mTexture->AddDirtyRect(NULL);
203 }
204 }
205
206 return surface;
207}
208
209IDirect3DBaseTexture9 *TextureStorage2D::getBaseTexture() const
210{
211 return mTexture;
212}
213
214unsigned int TextureStorage2D::getRenderTargetSerial(GLenum target) const
215{
216 return mRenderTargetSerial;
217}
218
219TextureStorageCubeMap::TextureStorageCubeMap(int levels, D3DFORMAT format, DWORD usage, int size)
220 : TextureStorage(usage), mFirstRenderTargetSerial(RenderbufferStorage::issueCubeSerials())
221{
222 mTexture = NULL;
223 // if the size is not positive this should be treated as an incomplete texture
224 // we handle that here by skipping the d3d texture creation
225 if (size > 0)
226 {
227 IDirect3DDevice9 *device = getDisplay()->getRenderer()->getDevice(); // D3D9_REPLACE
228 int height = size;
229 MakeValidSize(false, dx::IsCompressedFormat(format), &size, &height, &mLodOffset);
230 HRESULT result = device->CreateCubeTexture(size, levels ? levels + mLodOffset : 0, getUsage(), format, getPool(), &mTexture, NULL);
231
232 if (FAILED(result))
233 {
234 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
235 error(GL_OUT_OF_MEMORY);
236 }
237 }
238}
239
240TextureStorageCubeMap::~TextureStorageCubeMap()
241{
242 if (mTexture)
243 {
244 mTexture->Release();
245 }
246}
247
248// Increments refcount on surface.
249// caller must Release() the returned surface
250IDirect3DSurface9 *TextureStorageCubeMap::getCubeMapSurface(GLenum faceTarget, int level, bool dirty)
251{
252 IDirect3DSurface9 *surface = NULL;
253
254 if (mTexture)
255 {
256 D3DCUBEMAP_FACES face = es2dx::ConvertCubeFace(faceTarget);
257 HRESULT result = mTexture->GetCubeMapSurface(face, level + mLodOffset, &surface);
258 ASSERT(SUCCEEDED(result));
259
260 // With managed textures the driver needs to be informed of updates to the lower mipmap levels
261 if (level != 0 && isManaged() && dirty)
262 {
263 mTexture->AddDirtyRect(face, NULL);
264 }
265 }
266
267 return surface;
268}
269
270IDirect3DBaseTexture9 *TextureStorageCubeMap::getBaseTexture() const
271{
272 return mTexture;
273}
274
275unsigned int TextureStorageCubeMap::getRenderTargetSerial(GLenum target) const
276{
277 return mFirstRenderTargetSerial + TextureCubeMap::faceIndex(target);
278}
279
280}