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//
// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Image11.h: Implements the rx::Image11 class, which acts as the interface to
// the actual underlying resources of a Texture
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/Image11.h"
#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/formatutils.h"
#include "common/utilities.h"
namespace rx
{
Image11::Image11(Renderer11 *renderer)
: mRenderer(renderer),
mDXGIFormat(DXGI_FORMAT_UNKNOWN),
mStagingTexture(NULL),
mStagingSubresource(0),
mRecoverFromStorage(false),
mAssociatedStorage(NULL),
mAssociatedImageIndex(gl::ImageIndex::MakeInvalid()),
mRecoveredFromStorageCount(0)
{
}
Image11::~Image11()
{
disassociateStorage();
releaseStagingTexture();
}
gl::Error Image11::generateMipmap(Image11 *dest, Image11 *src)
{
ASSERT(src->getDXGIFormat() == dest->getDXGIFormat());
ASSERT(src->getWidth() == 1 || src->getWidth() / 2 == dest->getWidth());
ASSERT(src->getHeight() == 1 || src->getHeight() / 2 == dest->getHeight());
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(src->getDXGIFormat());
ASSERT(dxgiFormatInfo.mipGenerationFunction != NULL);
D3D11_MAPPED_SUBRESOURCE destMapped;
gl::Error error = dest->map(D3D11_MAP_WRITE, &destMapped);
if (error.isError())
{
return error;
}
D3D11_MAPPED_SUBRESOURCE srcMapped;
error = src->map(D3D11_MAP_READ, &srcMapped);
if (error.isError())
{
dest->unmap();
return error;
}
const uint8_t *sourceData = reinterpret_cast<const uint8_t*>(srcMapped.pData);
uint8_t *destData = reinterpret_cast<uint8_t*>(destMapped.pData);
dxgiFormatInfo.mipGenerationFunction(src->getWidth(), src->getHeight(), src->getDepth(),
sourceData, srcMapped.RowPitch, srcMapped.DepthPitch,
destData, destMapped.RowPitch, destMapped.DepthPitch);
dest->unmap();
src->unmap();
dest->markDirty();
return gl::Error(GL_NO_ERROR);
}
bool Image11::isDirty() const
{
// If mDirty is true
// AND mStagingTexture doesn't exist AND mStagingTexture doesn't need to be recovered from TextureStorage
// AND the texture doesn't require init data (i.e. a blank new texture will suffice)
// then isDirty should still return false.
if (mDirty && !mStagingTexture && !mRecoverFromStorage)
{
const Renderer11DeviceCaps &deviceCaps = mRenderer->getRenderer11DeviceCaps();
const d3d11::TextureFormat formatInfo = d3d11::GetTextureFormatInfo(mInternalFormat, deviceCaps);
if (formatInfo.dataInitializerFunction == nullptr)
{
return false;
}
}
return mDirty;
}
gl::Error Image11::copyToStorage(TextureStorage *storage, const gl::ImageIndex &index, const gl::Box &region)
{
TextureStorage11 *storage11 = GetAs<TextureStorage11>(storage);
// If an app's behavior results in an Image11 copying its data to/from to a TextureStorage multiple times,
// then we should just keep the staging texture around to prevent the copying from impacting perf.
// We allow the Image11 to copy its data to/from TextureStorage once.
// This accounts for an app making a late call to glGenerateMipmap.
bool attemptToReleaseStagingTexture = (mRecoveredFromStorageCount < 2);
if (attemptToReleaseStagingTexture)
{
// If another image is relying on this Storage for its data, then we must let it recover its data before we overwrite it.
gl::Error error = storage11->releaseAssociatedImage(index, this);
if (error.isError())
{
return error;
}
}
ID3D11Resource *stagingTexture = NULL;
unsigned int stagingSubresourceIndex = 0;
gl::Error error = getStagingTexture(&stagingTexture, &stagingSubresourceIndex);
if (error.isError())
{
return error;
}
error = storage11->updateSubresourceLevel(stagingTexture, stagingSubresourceIndex, index, region);
if (error.isError())
{
return error;
}
// Once the image data has been copied into the Storage, we can release it locally.
if (attemptToReleaseStagingTexture)
{
storage11->associateImage(this, index);
releaseStagingTexture();
mRecoverFromStorage = true;
mAssociatedStorage = storage11;
mAssociatedImageIndex = index;
}
return gl::Error(GL_NO_ERROR);
}
bool Image11::isAssociatedStorageValid(TextureStorage11* textureStorage) const
{
return (mAssociatedStorage == textureStorage);
}
gl::Error Image11::recoverFromAssociatedStorage()
{
if (mRecoverFromStorage)
{
gl::Error error = createStagingTexture();
if (error.isError())
{
return error;
}
bool textureStorageCorrect = mAssociatedStorage->isAssociatedImageValid(mAssociatedImageIndex, this);
// This means that the cached TextureStorage has been modified after this Image11 released its copy of its data.
// This should not have happened. The TextureStorage should have told this Image11 to recover its data before it was overwritten.
ASSERT(textureStorageCorrect);
if (textureStorageCorrect)
{
// CopySubResource from the Storage to the Staging texture
gl::Box region(0, 0, 0, mWidth, mHeight, mDepth);
error = mAssociatedStorage->copySubresourceLevel(mStagingTexture, mStagingSubresource, mAssociatedImageIndex, region);
if (error.isError())
{
return error;
}
mRecoveredFromStorageCount += 1;
}
// Reset all the recovery parameters, even if the texture storage association is broken.
disassociateStorage();
}
return gl::Error(GL_NO_ERROR);
}
void Image11::disassociateStorage()
{
if (mRecoverFromStorage)
{
// Make the texturestorage release the Image11 too
mAssociatedStorage->disassociateImage(mAssociatedImageIndex, this);
mRecoverFromStorage = false;
mAssociatedStorage = NULL;
mAssociatedImageIndex = gl::ImageIndex::MakeInvalid();
}
}
bool Image11::redefine(GLenum target, GLenum internalformat, const gl::Extents &size, bool forceRelease)
{
if (mWidth != size.width ||
mHeight != size.height ||
mInternalFormat != internalformat ||
forceRelease)
{
// End the association with the TextureStorage, since that data will be out of date.
// Also reset mRecoveredFromStorageCount since this Image is getting completely redefined.
disassociateStorage();
mRecoveredFromStorageCount = 0;
mWidth = size.width;
mHeight = size.height;
mDepth = size.depth;
mInternalFormat = internalformat;
mTarget = target;
// compute the d3d format that will be used
const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, mRenderer->getRenderer11DeviceCaps());
mDXGIFormat = formatInfo.texFormat;
mRenderable = (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);
releaseStagingTexture();
mDirty = (formatInfo.dataInitializerFunction != NULL);
return true;
}
return false;
}
DXGI_FORMAT Image11::getDXGIFormat() const
{
// this should only happen if the image hasn't been redefined first
// which would be a bug by the caller
ASSERT(mDXGIFormat != DXGI_FORMAT_UNKNOWN);
return mDXGIFormat;
}
// Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as format/type at input
// into the target pixel rectangle.
gl::Error Image11::loadData(const gl::Box &area, const gl::PixelUnpackState &unpack, GLenum type, const void *input)
{
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat);
GLsizei inputRowPitch = formatInfo.computeRowPitch(type, area.width, unpack.alignment, unpack.rowLength);
GLsizei inputDepthPitch = formatInfo.computeDepthPitch(type, area.width, area.height, unpack.alignment, unpack.rowLength);
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mDXGIFormat);
GLuint outputPixelSize = dxgiFormatInfo.pixelBytes;
const d3d11::TextureFormat &d3dFormatInfo = d3d11::GetTextureFormatInfo(mInternalFormat, mRenderer->getRenderer11DeviceCaps());
LoadImageFunction loadFunction = d3dFormatInfo.loadFunctions.at(type);
D3D11_MAPPED_SUBRESOURCE mappedImage;
gl::Error error = map(D3D11_MAP_WRITE, &mappedImage);
if (error.isError())
{
return error;
}
uint8_t *offsetMappedData = (reinterpret_cast<uint8_t*>(mappedImage.pData) + (area.y * mappedImage.RowPitch + area.x * outputPixelSize + area.z * mappedImage.DepthPitch));
loadFunction(area.width, area.height, area.depth,
reinterpret_cast<const uint8_t*>(input), inputRowPitch, inputDepthPitch,
offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch);
unmap();
return gl::Error(GL_NO_ERROR);
}
gl::Error Image11::loadCompressedData(const gl::Box &area, const void *input)
{
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat);
GLsizei inputRowPitch = formatInfo.computeRowPitch(GL_UNSIGNED_BYTE, area.width, 1, 0);
GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, area.width, area.height, 1, 0);
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mDXGIFormat);
GLuint outputPixelSize = dxgiFormatInfo.pixelBytes;
GLuint outputBlockWidth = dxgiFormatInfo.blockWidth;
GLuint outputBlockHeight = dxgiFormatInfo.blockHeight;
ASSERT(area.x % outputBlockWidth == 0);
ASSERT(area.y % outputBlockHeight == 0);
const d3d11::TextureFormat &d3dFormatInfo = d3d11::GetTextureFormatInfo(mInternalFormat, mRenderer->getRenderer11DeviceCaps());
LoadImageFunction loadFunction = d3dFormatInfo.loadFunctions.at(GL_UNSIGNED_BYTE);
D3D11_MAPPED_SUBRESOURCE mappedImage;
gl::Error error = map(D3D11_MAP_WRITE, &mappedImage);
if (error.isError())
{
return error;
}
uint8_t* offsetMappedData = reinterpret_cast<uint8_t*>(mappedImage.pData) + ((area.y / outputBlockHeight) * mappedImage.RowPitch +
(area.x / outputBlockWidth) * outputPixelSize +
area.z * mappedImage.DepthPitch);
loadFunction(area.width, area.height, area.depth,
reinterpret_cast<const uint8_t*>(input), inputRowPitch, inputDepthPitch,
offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch);
unmap();
return gl::Error(GL_NO_ERROR);
}
gl::Error Image11::copy(const gl::Offset &destOffset, const gl::Rectangle &sourceArea, RenderTargetD3D *source)
{
RenderTarget11 *sourceRenderTarget = GetAs<RenderTarget11>(source);
ASSERT(sourceRenderTarget->getTexture());
ID3D11Resource *resource = sourceRenderTarget->getTexture();
UINT subresourceIndex = sourceRenderTarget->getSubresourceIndex();
gl::Box sourceBox(sourceArea.x, sourceArea.y, 0, sourceArea.width, sourceArea.height, 1);
gl::Error error = copy(destOffset, sourceBox, resource, subresourceIndex);
SafeRelease(resource);
return error;
}
gl::Error Image11::copy(const gl::Offset &destOffset, const gl::Box &sourceArea, const gl::ImageIndex &sourceIndex, TextureStorage *source)
{
TextureStorage11 *sourceStorage11 = GetAs<TextureStorage11>(source);
UINT subresourceIndex = sourceStorage11->getSubresourceIndex(sourceIndex);
ID3D11Resource *resource = NULL;
gl::Error error = sourceStorage11->getResource(&resource);
if (error.isError())
{
return error;
}
error = copy(destOffset, sourceArea, resource, subresourceIndex);
SafeRelease(resource);
return error;
}
gl::Error Image11::copy(const gl::Offset &destOffset, const gl::Box &sourceArea, ID3D11Resource *source, UINT sourceSubResource)
{
D3D11_RESOURCE_DIMENSION dim;
source->GetType(&dim);
DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
gl::Extents extents;
UINT sampleCount = 0;
ID3D11Texture2D *source2D = NULL;
if (dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D)
{
D3D11_TEXTURE2D_DESC textureDesc2D;
source2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(source);
ASSERT(source2D);
source2D->GetDesc(&textureDesc2D);
format = textureDesc2D.Format;
extents = gl::Extents(textureDesc2D.Width, textureDesc2D.Height, 1);
sampleCount = textureDesc2D.SampleDesc.Count;
}
else if (dim == D3D11_RESOURCE_DIMENSION_TEXTURE3D)
{
D3D11_TEXTURE3D_DESC textureDesc3D;
ID3D11Texture3D *source3D = d3d11::DynamicCastComObject<ID3D11Texture3D>(source);
ASSERT(source3D);
source3D->GetDesc(&textureDesc3D);
format = textureDesc3D.Format;
extents = gl::Extents(textureDesc3D.Width, textureDesc3D.Height, textureDesc3D.Depth);
sampleCount = 1;
}
else
{
UNREACHABLE();
}
if (format == mDXGIFormat)
{
// No conversion needed-- use copyback fastpath
ID3D11Resource *stagingTexture = NULL;
unsigned int stagingSubresourceIndex = 0;
gl::Error error = getStagingTexture(&stagingTexture, &stagingSubresourceIndex);
if (error.isError())
{
return error;
}
ID3D11Device *device = mRenderer->getDevice();
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
UINT subresourceAfterResolve = sourceSubResource;
ID3D11Resource *srcTex = NULL;
bool needResolve = (dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D && sampleCount > 1);
if (needResolve)
{
D3D11_TEXTURE2D_DESC resolveDesc;
resolveDesc.Width = extents.width;
resolveDesc.Height = extents.height;
resolveDesc.MipLevels = 1;
resolveDesc.ArraySize = 1;
resolveDesc.Format = format;
resolveDesc.SampleDesc.Count = 1;
resolveDesc.SampleDesc.Quality = 0;
resolveDesc.Usage = D3D11_USAGE_DEFAULT;
resolveDesc.BindFlags = 0;
resolveDesc.CPUAccessFlags = 0;
resolveDesc.MiscFlags = 0;
ID3D11Texture2D *srcTex2D = NULL;
HRESULT result = device->CreateTexture2D(&resolveDesc, NULL, &srcTex2D);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create resolve texture for Image11::copy, HRESULT: 0x%X.", result);
}
srcTex = srcTex2D;
deviceContext->ResolveSubresource(srcTex, 0, source, sourceSubResource, format);
subresourceAfterResolve = 0;
}
else
{
srcTex = source;
}
D3D11_BOX srcBox;
srcBox.left = sourceArea.x;
srcBox.right = sourceArea.x + sourceArea.width;
srcBox.top = sourceArea.y;
srcBox.bottom = sourceArea.y + sourceArea.height;
srcBox.front = sourceArea.z;
srcBox.back = sourceArea.z + sourceArea.depth;
deviceContext->CopySubresourceRegion(stagingTexture, stagingSubresourceIndex, destOffset.x, destOffset.y,
destOffset.z, srcTex, subresourceAfterResolve, &srcBox);
if (needResolve)
{
SafeRelease(srcTex);
}
}
else
{
// This format requires conversion, so we must copy the texture to staging and manually convert via readPixels
D3D11_MAPPED_SUBRESOURCE mappedImage;
gl::Error error = map(D3D11_MAP_WRITE, &mappedImage);
if (error.isError())
{
return error;
}
// determine the offset coordinate into the destination buffer
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mDXGIFormat);
GLsizei rowOffset = dxgiFormatInfo.pixelBytes * destOffset.x;
uint8_t *dataOffset = static_cast<uint8_t*>(mappedImage.pData) + mappedImage.RowPitch * destOffset.y + rowOffset + destOffset.z * mappedImage.DepthPitch;
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat);
// Currently in ANGLE, the source data may only need to be converted if the source is the current framebuffer
// and OpenGL ES framebuffers must be 2D textures therefore we should not need to convert 3D textures between different formats.
ASSERT(dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D);
ASSERT(sourceArea.z == 0 && sourceArea.depth == 1);
gl::Rectangle sourceRect(sourceArea.x, sourceArea.y, sourceArea.width, sourceArea.height);
error = mRenderer->readTextureData(source2D, sourceSubResource, sourceRect, formatInfo.format, formatInfo.type, mappedImage.RowPitch, gl::PixelPackState(), dataOffset);
unmap();
if (error.isError())
{
return error;
}
}
mDirty = true;
return gl::Error(GL_NO_ERROR);
}
gl::Error Image11::getStagingTexture(ID3D11Resource **outStagingTexture, unsigned int *outSubresourceIndex)
{
gl::Error error = createStagingTexture();
if (error.isError())
{
return error;
}
*outStagingTexture = mStagingTexture;
*outSubresourceIndex = mStagingSubresource;
return gl::Error(GL_NO_ERROR);
}
void Image11::releaseStagingTexture()
{
SafeRelease(mStagingTexture);
}
gl::Error Image11::createStagingTexture()
{
if (mStagingTexture)
{
return gl::Error(GL_NO_ERROR);
}
ASSERT(mWidth > 0 && mHeight > 0 && mDepth > 0);
const DXGI_FORMAT dxgiFormat = getDXGIFormat();
ID3D11Device *device = mRenderer->getDevice();
HRESULT result;
int lodOffset = 1;
GLsizei width = mWidth;
GLsizei height = mHeight;
// adjust size if needed for compressed textures
d3d11::MakeValidSize(false, dxgiFormat, &width, &height, &lodOffset);
if (mTarget == GL_TEXTURE_3D)
{
ID3D11Texture3D *newTexture = NULL;
D3D11_TEXTURE3D_DESC desc;
desc.Width = width;
desc.Height = height;
desc.Depth = mDepth;
desc.MipLevels = lodOffset + 1;
desc.Format = dxgiFormat;
desc.Usage = D3D11_USAGE_STAGING;
desc.BindFlags = 0;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (d3d11::GetTextureFormatInfo(mInternalFormat, mRenderer->getRenderer11DeviceCaps()).dataInitializerFunction != NULL)
{
std::vector<D3D11_SUBRESOURCE_DATA> initialData;
std::vector< std::vector<BYTE> > textureData;
d3d11::GenerateInitialTextureData(mInternalFormat, mRenderer->getRenderer11DeviceCaps(), width, height, mDepth,
lodOffset + 1, &initialData, &textureData);
result = device->CreateTexture3D(&desc, initialData.data(), &newTexture);
}
else
{
result = device->CreateTexture3D(&desc, NULL, &newTexture);
}
if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create staging texture, result: 0x%X.", result);
}
mStagingTexture = newTexture;
mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
}
else if (mTarget == GL_TEXTURE_2D || mTarget == GL_TEXTURE_2D_ARRAY || mTarget == GL_TEXTURE_CUBE_MAP)
{
ID3D11Texture2D *newTexture = NULL;
D3D11_TEXTURE2D_DESC desc;
desc.Width = width;
desc.Height = height;
desc.MipLevels = lodOffset + 1;
desc.ArraySize = 1;
desc.Format = dxgiFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_STAGING;
desc.BindFlags = 0;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (d3d11::GetTextureFormatInfo(mInternalFormat, mRenderer->getRenderer11DeviceCaps()).dataInitializerFunction != NULL)
{
std::vector<D3D11_SUBRESOURCE_DATA> initialData;
std::vector< std::vector<BYTE> > textureData;
d3d11::GenerateInitialTextureData(mInternalFormat, mRenderer->getRenderer11DeviceCaps(), width, height, 1,
lodOffset + 1, &initialData, &textureData);
result = device->CreateTexture2D(&desc, initialData.data(), &newTexture);
}
else
{
result = device->CreateTexture2D(&desc, NULL, &newTexture);
}
if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create staging texture, result: 0x%X.", result);
}
mStagingTexture = newTexture;
mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
}
else
{
UNREACHABLE();
}
mDirty = false;
return gl::Error(GL_NO_ERROR);
}
gl::Error Image11::map(D3D11_MAP mapType, D3D11_MAPPED_SUBRESOURCE *map)
{
// We must recover from the TextureStorage if necessary, even for D3D11_MAP_WRITE.
gl::Error error = recoverFromAssociatedStorage();
if (error.isError())
{
return error;
}
ID3D11Resource *stagingTexture = NULL;
unsigned int subresourceIndex = 0;
error = getStagingTexture(&stagingTexture, &subresourceIndex);
if (error.isError())
{
return error;
}
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
ASSERT(mStagingTexture);
HRESULT result = deviceContext->Map(stagingTexture, subresourceIndex, mapType, 0, map);
if (FAILED(result))
{
// this can fail if the device is removed (from TDR)
if (d3d11::isDeviceLostError(result))
{
mRenderer->notifyDeviceLost();
}
return gl::Error(GL_OUT_OF_MEMORY, "Failed to map staging texture, result: 0x%X.", result);
}
mDirty = true;
return gl::Error(GL_NO_ERROR);
}
void Image11::unmap()
{
if (mStagingTexture)
{
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
deviceContext->Unmap(mStagingTexture, mStagingSubresource);
}
}
}