blob: 2c88e415ee66cfbd59a822085b1036b329198b59 [file] [log] [blame]
//
// Copyright (c) 2012-2014 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.
//
// TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived
// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture.
#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
#include <tuple>
#include "common/MemoryBuffer.h"
#include "common/utilities.h"
#include "libANGLE/ImageIndex.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/EGLImageD3D.h"
#include "libANGLE/renderer/d3d/TextureD3D.h"
#include "libANGLE/renderer/d3d/d3d11/Blit11.h"
#include "libANGLE/renderer/d3d/d3d11/Image11.h"
#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
namespace rx
{
TextureStorage11::SwizzleCacheValue::SwizzleCacheValue()
: swizzleRed(GL_NONE), swizzleGreen(GL_NONE), swizzleBlue(GL_NONE), swizzleAlpha(GL_NONE)
{
}
TextureStorage11::SwizzleCacheValue::SwizzleCacheValue(GLenum red, GLenum green, GLenum blue, GLenum alpha)
: swizzleRed(red), swizzleGreen(green), swizzleBlue(blue), swizzleAlpha(alpha)
{
}
bool TextureStorage11::SwizzleCacheValue::operator==(const SwizzleCacheValue &other) const
{
return swizzleRed == other.swizzleRed &&
swizzleGreen == other.swizzleGreen &&
swizzleBlue == other.swizzleBlue &&
swizzleAlpha == other.swizzleAlpha;
}
bool TextureStorage11::SwizzleCacheValue::operator!=(const SwizzleCacheValue &other) const
{
return !(*this == other);
}
TextureStorage11::SRVKey::SRVKey(int baseLevel, int mipLevels, bool swizzle)
: baseLevel(baseLevel), mipLevels(mipLevels), swizzle(swizzle)
{
}
bool TextureStorage11::SRVKey::operator<(const SRVKey &rhs) const
{
return std::tie(baseLevel, mipLevels, swizzle) < std::tie(rhs.baseLevel, rhs.mipLevels, rhs.swizzle);
}
TextureStorage11::TextureStorage11(Renderer11 *renderer, UINT bindFlags, UINT miscFlags)
: mRenderer(renderer),
mTopLevel(0),
mMipLevels(0),
mInternalFormat(GL_NONE),
mTextureFormat(DXGI_FORMAT_UNKNOWN),
mShaderResourceFormat(DXGI_FORMAT_UNKNOWN),
mRenderTargetFormat(DXGI_FORMAT_UNKNOWN),
mDepthStencilFormat(DXGI_FORMAT_UNKNOWN),
mTextureWidth(0),
mTextureHeight(0),
mTextureDepth(0),
mBindFlags(bindFlags),
mMiscFlags(miscFlags)
{
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mLevelSRVs[i] = nullptr;
}
}
TextureStorage11::~TextureStorage11()
{
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
SafeRelease(mLevelSRVs[level]);
}
for (SRVCache::iterator i = mSrvCache.begin(); i != mSrvCache.end(); i++)
{
SafeRelease(i->second);
}
mSrvCache.clear();
}
DWORD TextureStorage11::GetTextureBindFlags(GLenum internalFormat, const Renderer11DeviceCaps &renderer11DeviceCaps, bool renderTarget)
{
UINT bindFlags = 0;
const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalFormat, renderer11DeviceCaps);
if (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
{
bindFlags |= D3D11_BIND_SHADER_RESOURCE;
}
if (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN)
{
bindFlags |= D3D11_BIND_DEPTH_STENCIL;
}
if (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN && renderTarget)
{
bindFlags |= D3D11_BIND_RENDER_TARGET;
}
return bindFlags;
}
DWORD TextureStorage11::GetTextureMiscFlags(GLenum internalFormat, const Renderer11DeviceCaps &renderer11DeviceCaps, bool renderTarget, int levels)
{
UINT miscFlags = 0;
const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalFormat, renderer11DeviceCaps);
if (renderTarget && levels > 1)
{
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(formatInfo.texFormat);
if (dxgiFormatInfo.nativeMipmapSupport(renderer11DeviceCaps.featureLevel))
{
miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
}
}
return miscFlags;
}
UINT TextureStorage11::getBindFlags() const
{
return mBindFlags;
}
UINT TextureStorage11::getMiscFlags() const
{
return mMiscFlags;
}
int TextureStorage11::getTopLevel() const
{
return mTopLevel;
}
bool TextureStorage11::isRenderTarget() const
{
return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0;
}
bool TextureStorage11::isManaged() const
{
return false;
}
bool TextureStorage11::supportsNativeMipmapFunction() const
{
return (mMiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS) != 0;
}
int TextureStorage11::getLevelCount() const
{
return mMipLevels - mTopLevel;
}
int TextureStorage11::getLevelWidth(int mipLevel) const
{
return std::max(static_cast<int>(mTextureWidth) >> mipLevel, 1);
}
int TextureStorage11::getLevelHeight(int mipLevel) const
{
return std::max(static_cast<int>(mTextureHeight) >> mipLevel, 1);
}
int TextureStorage11::getLevelDepth(int mipLevel) const
{
return std::max(static_cast<int>(mTextureDepth) >> mipLevel, 1);
}
UINT TextureStorage11::getSubresourceIndex(const gl::ImageIndex &index) const
{
UINT mipSlice = static_cast<UINT>(index.mipIndex + mTopLevel);
UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
UINT subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
ASSERT(subresource != std::numeric_limits<UINT>::max());
return subresource;
}
gl::Error TextureStorage11::getSRV(const gl::TextureState &textureState,
ID3D11ShaderResourceView **outSRV)
{
bool swizzleRequired = textureState.swizzleRequired();
bool mipmapping = gl::IsMipmapFiltered(textureState.samplerState);
unsigned int mipLevels = mipmapping ? (textureState.maxLevel - textureState.baseLevel + 1) : 1;
// Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level, which corresponds to GL level 0)
mipLevels = std::min(mipLevels, mMipLevels - mTopLevel - textureState.baseLevel);
if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
{
ASSERT(!swizzleRequired);
ASSERT(mipLevels == 1 || mipLevels == mMipLevels);
}
if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
// We must ensure that the level zero texture is in sync with mipped texture.
gl::Error error = useLevelZeroWorkaroundTexture(mipLevels == 1);
if (error.isError())
{
return error;
}
}
if (swizzleRequired)
{
verifySwizzleExists(textureState.swizzleRed, textureState.swizzleGreen,
textureState.swizzleBlue, textureState.swizzleAlpha);
}
SRVKey key(textureState.baseLevel, mipLevels, swizzleRequired);
auto iter = mSrvCache.find(key);
if (iter != mSrvCache.end())
{
*outSRV = iter->second;
return gl::Error(GL_NO_ERROR);
}
ID3D11Resource *texture = nullptr;
if (swizzleRequired)
{
gl::Error error = getSwizzleTexture(&texture);
if (error.isError())
{
return error;
}
}
else
{
gl::Error error = getResource(&texture);
if (error.isError())
{
return error;
}
}
ID3D11ShaderResourceView *srv = nullptr;
DXGI_FORMAT format = (swizzleRequired ? mSwizzleShaderResourceFormat : mShaderResourceFormat);
gl::Error error = createSRV(textureState.baseLevel, mipLevels, format, texture, &srv);
if (error.isError())
{
return error;
}
mSrvCache.insert(std::make_pair(key, srv));
*outSRV = srv;
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11::getSRVLevel(int mipLevel, ID3D11ShaderResourceView **outSRV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
if (!mLevelSRVs[mipLevel])
{
ID3D11Resource *resource = NULL;
gl::Error error = getResource(&resource);
if (error.isError())
{
return error;
}
error = createSRV(mipLevel, 1, mShaderResourceFormat, resource, &mLevelSRVs[mipLevel]);
if (error.isError())
{
return error;
}
}
*outSRV = mLevelSRVs[mipLevel];
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11::getSRVLevels(GLint baseLevel, GLint maxLevel, ID3D11ShaderResourceView **outSRV)
{
unsigned int mipLevels = maxLevel - baseLevel + 1;
// Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level, which corresponds to GL level 0)
mipLevels = std::min(mipLevels, mMipLevels - mTopLevel - baseLevel);
if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
{
ASSERT(mipLevels == 1 || mipLevels == mMipLevels);
}
if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
// We must ensure that the level zero texture is in sync with mipped texture.
gl::Error error = useLevelZeroWorkaroundTexture(mipLevels == 1);
if (error.isError())
{
return error;
}
}
SRVKey key(baseLevel, mipLevels, false);
auto iter = mSrvCache.find(key);
if (iter != mSrvCache.end())
{
*outSRV = iter->second;
return gl::Error(GL_NO_ERROR);
}
ID3D11Resource *texture = nullptr;
gl::Error error = getResource(&texture);
if (error.isError())
{
return error;
}
ID3D11ShaderResourceView *srv = nullptr;
error = createSRV(baseLevel, mipLevels, mShaderResourceFormat, texture, &srv);
if (error.isError())
{
return error;
}
mSrvCache[key] = srv;
*outSRV = srv;
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11::generateSwizzles(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha)
{
SwizzleCacheValue swizzleTarget(swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
for (int level = 0; level < getLevelCount(); level++)
{
// Check if the swizzle for this level is out of date
if (mSwizzleCache[level] != swizzleTarget)
{
// Need to re-render the swizzle for this level
ID3D11ShaderResourceView *sourceSRV = NULL;
gl::Error error = getSRVLevel(level, &sourceSRV);
if (error.isError())
{
return error;
}
ID3D11RenderTargetView *destRTV = NULL;
error = getSwizzleRenderTarget(level, &destRTV);
if (error.isError())
{
return error;
}
gl::Extents size(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));
Blit11 *blitter = mRenderer->getBlitter();
error = blitter->swizzleTexture(sourceSRV, destRTV, size, swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
if (error.isError())
{
return error;
}
mSwizzleCache[level] = swizzleTarget;
}
}
return gl::Error(GL_NO_ERROR);
}
void TextureStorage11::invalidateSwizzleCacheLevel(int mipLevel)
{
if (mipLevel >= 0 && static_cast<unsigned int>(mipLevel) < ArraySize(mSwizzleCache))
{
// The default constructor of SwizzleCacheValue has GL_NONE for all channels which is not a
// valid swizzle combination
mSwizzleCache[mipLevel] = SwizzleCacheValue();
}
}
void TextureStorage11::invalidateSwizzleCache()
{
for (unsigned int mipLevel = 0; mipLevel < ArraySize(mSwizzleCache); mipLevel++)
{
invalidateSwizzleCacheLevel(mipLevel);
}
}
gl::Error TextureStorage11::updateSubresourceLevel(ID3D11Resource *srcTexture, unsigned int sourceSubresource,
const gl::ImageIndex &index, const gl::Box &copyArea)
{
ASSERT(srcTexture);
GLint level = index.mipIndex;
invalidateSwizzleCacheLevel(level);
gl::Extents texSize(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));
bool fullCopy = copyArea.x == 0 &&
copyArea.y == 0 &&
copyArea.z == 0 &&
copyArea.width == texSize.width &&
copyArea.height == texSize.height &&
copyArea.depth == texSize.depth;
ID3D11Resource *dstTexture = NULL;
gl::Error error(GL_NO_ERROR);
// If the zero-LOD workaround is active and we want to update a level greater than zero, then we should
// update the mipmapped texture, even if mapmaps are currently disabled.
if (index.mipIndex > 0 && mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
error = getMippedResource(&dstTexture);
}
else
{
error = getResource(&dstTexture);
}
if (error.isError())
{
return error;
}
unsigned int dstSubresource = getSubresourceIndex(index);
ASSERT(dstTexture);
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat);
if (!fullCopy && (dxgiFormatInfo.depthBits > 0 || dxgiFormatInfo.stencilBits > 0))
{
// CopySubresourceRegion cannot copy partial depth stencils, use the blitter instead
Blit11 *blitter = mRenderer->getBlitter();
return blitter->copyDepthStencil(srcTexture, sourceSubresource, copyArea, texSize,
dstTexture, dstSubresource, copyArea, texSize,
NULL);
}
else
{
D3D11_BOX srcBox;
srcBox.left = copyArea.x;
srcBox.top = copyArea.y;
srcBox.right = copyArea.x + roundUp(static_cast<UINT>(copyArea.width), dxgiFormatInfo.blockWidth);
srcBox.bottom = copyArea.y + roundUp(static_cast<UINT>(copyArea.height), dxgiFormatInfo.blockHeight);
srcBox.front = copyArea.z;
srcBox.back = copyArea.z + copyArea.depth;
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
context->CopySubresourceRegion(dstTexture, dstSubresource, copyArea.x, copyArea.y, copyArea.z,
srcTexture, sourceSubresource, fullCopy ? NULL : &srcBox);
return gl::Error(GL_NO_ERROR);
}
}
gl::Error TextureStorage11::copySubresourceLevel(ID3D11Resource* dstTexture, unsigned int dstSubresource,
const gl::ImageIndex &index, const gl::Box &region)
{
ASSERT(dstTexture);
ID3D11Resource *srcTexture = NULL;
gl::Error error(GL_NO_ERROR);
// If the zero-LOD workaround is active and we want to update a level greater than zero, then we should
// update the mipmapped texture, even if mapmaps are currently disabled.
if (index.mipIndex > 0 && mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
error = getMippedResource(&srcTexture);
}
else
{
error = getResource(&srcTexture);
}
if (error.isError())
{
return error;
}
ASSERT(srcTexture);
unsigned int srcSubresource = getSubresourceIndex(index);
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
// D3D11 can't perform partial CopySubresourceRegion on depth/stencil textures, so pSrcBox should be NULL.
D3D11_BOX srcBox;
D3D11_BOX *pSrcBox = NULL;
if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
{
// However, D3D10Level9 doesn't always perform CopySubresourceRegion correctly unless the source box
// is specified. This is okay, since we don't perform CopySubresourceRegion on depth/stencil
// textures on 9_3.
ASSERT(d3d11::GetDXGIFormatInfo(mTextureFormat).depthBits == 0);
ASSERT(d3d11::GetDXGIFormatInfo(mTextureFormat).stencilBits == 0);
srcBox.left = region.x;
srcBox.right = region.x + region.width;
srcBox.top = region.y;
srcBox.bottom = region.y + region.height;
srcBox.front = region.z;
srcBox.back = region.z + region.depth;
pSrcBox = &srcBox;
}
context->CopySubresourceRegion(dstTexture, dstSubresource, region.x, region.y, region.z,
srcTexture, srcSubresource, pSrcBox);
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11::generateMipmap(const gl::ImageIndex &sourceIndex, const gl::ImageIndex &destIndex)
{
ASSERT(sourceIndex.layerIndex == destIndex.layerIndex);
invalidateSwizzleCacheLevel(destIndex.mipIndex);
RenderTargetD3D *source = NULL;
gl::Error error = getRenderTarget(sourceIndex, &source);
if (error.isError())
{
return error;
}
RenderTargetD3D *dest = NULL;
error = getRenderTarget(destIndex, &dest);
if (error.isError())
{
return error;
}
ID3D11ShaderResourceView *sourceSRV = GetAs<RenderTarget11>(source)->getShaderResourceView();
ID3D11RenderTargetView *destRTV = GetAs<RenderTarget11>(dest)->getRenderTargetView();
gl::Box sourceArea(0, 0, 0, source->getWidth(), source->getHeight(), source->getDepth());
gl::Extents sourceSize(source->getWidth(), source->getHeight(), source->getDepth());
gl::Box destArea(0, 0, 0, dest->getWidth(), dest->getHeight(), dest->getDepth());
gl::Extents destSize(dest->getWidth(), dest->getHeight(), dest->getDepth());
Blit11 *blitter = mRenderer->getBlitter();
return blitter->copyTexture(sourceSRV, sourceArea, sourceSize, destRTV, destArea, destSize, NULL,
gl::GetInternalFormatInfo(source->getInternalFormat()).format, GL_LINEAR);
}
void TextureStorage11::verifySwizzleExists(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha)
{
SwizzleCacheValue swizzleTarget(swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
for (unsigned int level = 0; level < mMipLevels; level++)
{
ASSERT(mSwizzleCache[level] == swizzleTarget);
}
}
void TextureStorage11::clearSRVCache()
{
invalidateSwizzleCache();
auto iter = mSrvCache.begin();
while (iter != mSrvCache.end())
{
if (!iter->first.swizzle)
{
SafeRelease(iter->second);
iter = mSrvCache.erase(iter);
}
else
{
iter++;
}
}
for (size_t level = 0; level < ArraySize(mLevelSRVs); level++)
{
SafeRelease(mLevelSRVs[level]);
}
}
gl::Error TextureStorage11::copyToStorage(TextureStorage *destStorage)
{
ASSERT(destStorage);
ID3D11Resource *sourceResouce = NULL;
gl::Error error = getResource(&sourceResouce);
if (error.isError())
{
return error;
}
TextureStorage11 *dest11 = GetAs<TextureStorage11>(destStorage);
ID3D11Resource *destResource = NULL;
error = dest11->getResource(&destResource);
if (error.isError())
{
return error;
}
ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
immediateContext->CopyResource(destResource, sourceResouce);
dest11->invalidateSwizzleCache();
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11::setData(const gl::ImageIndex &index, ImageD3D *image, const gl::Box *destBox, GLenum type,
const gl::PixelUnpackState &unpack, const uint8_t *pixelData)
{
ASSERT(!image->isDirty());
ID3D11Resource *resource = NULL;
gl::Error error = getResource(&resource);
if (error.isError())
{
return error;
}
ASSERT(resource);
UINT destSubresource = getSubresourceIndex(index);
const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(image->getInternalFormat());
gl::Box levelBox(0, 0, 0, getLevelWidth(index.mipIndex), getLevelHeight(index.mipIndex), getLevelDepth(index.mipIndex));
bool fullUpdate = (destBox == NULL || *destBox == levelBox);
ASSERT(internalFormatInfo.depthBits == 0 || fullUpdate);
// TODO(jmadill): Handle compressed formats
// Compressed formats have different load syntax, so we'll have to handle them with slightly
// different logic. Will implemnent this in a follow-up patch, and ensure we do not use SetData
// with compressed formats in the calling logic.
ASSERT(!internalFormatInfo.compressed);
int width = destBox ? destBox->width : static_cast<int>(image->getWidth());
int height = destBox ? destBox->height : static_cast<int>(image->getHeight());
int depth = destBox ? destBox->depth : static_cast<int>(image->getDepth());
UINT srcRowPitch = internalFormatInfo.computeRowPitch(type, width, unpack.alignment, unpack.rowLength);
UINT srcDepthPitch = internalFormatInfo.computeDepthPitch(type, width, height, unpack.alignment, unpack.rowLength);
const d3d11::TextureFormat &d3d11Format = d3d11::GetTextureFormatInfo(image->getInternalFormat(), mRenderer->getRenderer11DeviceCaps());
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3d11Format.texFormat);
size_t outputPixelSize = dxgiFormatInfo.pixelBytes;
UINT bufferRowPitch = static_cast<unsigned int>(outputPixelSize) * width;
UINT bufferDepthPitch = bufferRowPitch * height;
size_t neededSize = bufferDepthPitch * depth;
MemoryBuffer *conversionBuffer = NULL;
error = mRenderer->getScratchMemoryBuffer(neededSize, &conversionBuffer);
if (error.isError())
{
return error;
}
// TODO: fast path
LoadImageFunction loadFunction = d3d11Format.loadFunctions.at(type);
loadFunction(width, height, depth,
pixelData, srcRowPitch, srcDepthPitch,
conversionBuffer->data(), bufferRowPitch, bufferDepthPitch);
ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
if (!fullUpdate)
{
ASSERT(destBox);
D3D11_BOX destD3DBox;
destD3DBox.left = destBox->x;
destD3DBox.right = destBox->x + destBox->width;
destD3DBox.top = destBox->y;
destD3DBox.bottom = destBox->y + destBox->height;
destD3DBox.front = destBox->z;
destD3DBox.back = destBox->z + destBox->depth;
immediateContext->UpdateSubresource(resource, destSubresource,
&destD3DBox, conversionBuffer->data(),
bufferRowPitch, bufferDepthPitch);
}
else
{
immediateContext->UpdateSubresource(resource, destSubresource,
NULL, conversionBuffer->data(),
bufferRowPitch, bufferDepthPitch);
}
return gl::Error(GL_NO_ERROR);
}
TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer, SwapChain11 *swapchain)
: TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, 0),
mTexture(swapchain->getOffscreenTexture()),
mLevelZeroTexture(NULL),
mLevelZeroRenderTarget(NULL),
mUseLevelZeroTexture(false),
mSwizzleTexture(NULL)
{
mTexture->AddRef();
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mAssociatedImages[i] = NULL;
mRenderTarget[i] = NULL;
mSwizzleRenderTargets[i] = NULL;
}
D3D11_TEXTURE2D_DESC texDesc;
mTexture->GetDesc(&texDesc);
mMipLevels = texDesc.MipLevels;
mTextureFormat = texDesc.Format;
mTextureWidth = texDesc.Width;
mTextureHeight = texDesc.Height;
mTextureDepth = 1;
mInternalFormat = swapchain->GetRenderTargetInternalFormat();
ID3D11ShaderResourceView *srv = swapchain->getRenderTargetShaderResource();
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srv->GetDesc(&srvDesc);
mShaderResourceFormat = srvDesc.Format;
ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
offscreenRTV->GetDesc(&rtvDesc);
mRenderTargetFormat = rtvDesc.Format;
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat);
const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(dxgiFormatInfo.internalFormat, mRenderer->getRenderer11DeviceCaps());
mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
}
TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly)
: TextureStorage11(renderer,
GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
GetTextureMiscFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget, levels)),
mTexture(NULL),
mLevelZeroTexture(NULL),
mLevelZeroRenderTarget(NULL),
mUseLevelZeroTexture(false),
mSwizzleTexture(NULL)
{
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mAssociatedImages[i] = NULL;
mRenderTarget[i] = NULL;
mSwizzleRenderTargets[i] = NULL;
}
mInternalFormat = internalformat;
const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getRenderer11DeviceCaps());
mTextureFormat = formatInfo.texFormat;
mShaderResourceFormat = formatInfo.srvFormat;
mDepthStencilFormat = formatInfo.dsvFormat;
mRenderTargetFormat = formatInfo.rtvFormat;
mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
mMipLevels = mTopLevel + levels;
mTextureWidth = width;
mTextureHeight = height;
mTextureDepth = 1;
if (hintLevelZeroOnly && levels > 1)
{
//The LevelZeroOnly hint should only be true if the zero max LOD workaround is active.
ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);
mUseLevelZeroTexture = true;
}
}
TextureStorage11_2D::~TextureStorage11_2D()
{
for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
if (mAssociatedImages[i] != NULL)
{
bool imageAssociationCorrect = mAssociatedImages[i]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// We must let the Images recover their data before we delete it from the TextureStorage.
gl::Error error = mAssociatedImages[i]->recoverFromAssociatedStorage();
if (error.isError())
{
// TODO: Find a way to report this back to the context
}
}
}
}
SafeRelease(mTexture);
SafeRelease(mSwizzleTexture);
SafeRelease(mLevelZeroTexture);
SafeDelete(mLevelZeroRenderTarget);
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
SafeDelete(mRenderTarget[i]);
SafeRelease(mSwizzleRenderTargets[i]);
}
}
gl::Error TextureStorage11_2D::copyToStorage(TextureStorage *destStorage)
{
ASSERT(destStorage);
TextureStorage11_2D *dest11 = GetAs<TextureStorage11_2D>(destStorage);
if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
// If either mTexture or mLevelZeroTexture exist, then we need to copy them into the corresponding textures in destStorage.
if (mTexture)
{
gl::Error error = dest11->useLevelZeroWorkaroundTexture(false);
if (error.isError())
{
return error;
}
ID3D11Resource *destResource = NULL;
error = dest11->getResource(&destResource);
if (error.isError())
{
return error;
}
immediateContext->CopyResource(destResource, mTexture);
}
if (mLevelZeroTexture)
{
gl::Error error = dest11->useLevelZeroWorkaroundTexture(true);
if (error.isError())
{
return error;
}
ID3D11Resource *destResource = NULL;
error = dest11->getResource(&destResource);
if (error.isError())
{
return error;
}
immediateContext->CopyResource(destResource, mLevelZeroTexture);
}
}
else
{
ID3D11Resource *sourceResouce = NULL;
gl::Error error = getResource(&sourceResouce);
if (error.isError())
{
return error;
}
ID3D11Resource *destResource = NULL;
error = dest11->getResource(&destResource);
if (error.isError())
{
return error;
}
ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
immediateContext->CopyResource(destResource, sourceResouce);
}
dest11->invalidateSwizzleCache();
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_2D::useLevelZeroWorkaroundTexture(bool useLevelZeroTexture)
{
if (useLevelZeroTexture && mMipLevels > 1)
{
if (!mUseLevelZeroTexture && mTexture)
{
gl::Error error = ensureTextureExists(1);
if (error.isError())
{
return error;
}
// Pull data back from the mipped texture if necessary.
ASSERT(mLevelZeroTexture);
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
context->CopySubresourceRegion(mLevelZeroTexture, 0, 0, 0, 0, mTexture, 0, NULL);
}
mUseLevelZeroTexture = true;
}
else
{
if (mUseLevelZeroTexture && mLevelZeroTexture)
{
gl::Error error = ensureTextureExists(mMipLevels);
if (error.isError())
{
return error;
}
// Pull data back from the level zero texture if necessary.
ASSERT(mTexture);
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
context->CopySubresourceRegion(mTexture, 0, 0, 0, 0, mLevelZeroTexture, 0, NULL);
}
mUseLevelZeroTexture = false;
}
return gl::Error(GL_NO_ERROR);
}
void TextureStorage11_2D::associateImage(Image11* image, const gl::ImageIndex &index)
{
GLint level = index.mipIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
mAssociatedImages[level] = image;
}
}
bool TextureStorage11_2D::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
{
GLint level = index.mipIndex;
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
// This validation check should never return false. It means the Image/TextureStorage association is broken.
bool retValue = (mAssociatedImages[level] == expectedImage);
ASSERT(retValue);
return retValue;
}
return false;
}
// disassociateImage allows an Image to end its association with a Storage.
void TextureStorage11_2D::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
{
GLint level = index.mipIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
ASSERT(mAssociatedImages[level] == expectedImage);
if (mAssociatedImages[level] == expectedImage)
{
mAssociatedImages[level] = NULL;
}
}
}
// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
gl::Error TextureStorage11_2D::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
{
GLint level = index.mipIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
// No need to let the old Image recover its data, if it is also the incoming Image.
if (mAssociatedImages[level] != NULL && mAssociatedImages[level] != incomingImage)
{
// Ensure that the Image is still associated with this TextureStorage. This should be true.
bool imageAssociationCorrect = mAssociatedImages[level]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// Force the image to recover from storage before its data is overwritten.
// This will reset mAssociatedImages[level] to NULL too.
gl::Error error = mAssociatedImages[level]->recoverFromAssociatedStorage();
if (error.isError())
{
return error;
}
}
}
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_2D::getResource(ID3D11Resource **outResource)
{
if (mUseLevelZeroTexture && mMipLevels > 1)
{
gl::Error error = ensureTextureExists(1);
if (error.isError())
{
return error;
}
*outResource = mLevelZeroTexture;
return gl::Error(GL_NO_ERROR);
}
else
{
gl::Error error = ensureTextureExists(mMipLevels);
if (error.isError())
{
return error;
}
*outResource = mTexture;
return gl::Error(GL_NO_ERROR);
}
}
gl::Error TextureStorage11_2D::getMippedResource(ID3D11Resource **outResource)
{
// This shouldn't be called unless the zero max LOD workaround is active.
ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);
gl::Error error = ensureTextureExists(mMipLevels);
if (error.isError())
{
return error;
}
*outResource = mTexture;
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_2D::ensureTextureExists(int mipLevels)
{
// If mMipLevels = 1 then always use mTexture rather than mLevelZeroTexture.
bool useLevelZeroTexture = mRenderer->getWorkarounds().zeroMaxLodWorkaround ? (mipLevels == 1) && (mMipLevels > 1) : false;
ID3D11Texture2D **outputTexture = useLevelZeroTexture ? &mLevelZeroTexture : &mTexture;
// if the width or height is not positive this should be treated as an incomplete texture
// we handle that here by skipping the d3d texture creation
if (*outputTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0)
{
ASSERT(mipLevels > 0);
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
desc.Width = mTextureWidth; // Compressed texture size constraints?
desc.Height = mTextureHeight;
desc.MipLevels = mipLevels;
desc.ArraySize = 1;
desc.Format = mTextureFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = getBindFlags();
desc.CPUAccessFlags = 0;
desc.MiscFlags = getMiscFlags();
HRESULT result = device->CreateTexture2D(&desc, NULL, outputTexture);
// this can happen from windows TDR
if (d3d11::isDeviceLostError(result))
{
mRenderer->notifyDeviceLost();
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D texture storage, result: 0x%X.", result);
}
else if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D texture storage, result: 0x%X.", result);
}
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_2D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
{
ASSERT(!index.hasLayer());
int level = index.mipIndex;
ASSERT(level >= 0 && level < getLevelCount());
// In GL ES 2.0, the application can only render to level zero of the texture (Section 4.4.3 of the GLES 2.0 spec, page 113 of version 2.0.25).
// Other parts of TextureStorage11_2D could create RTVs on non-zero levels of the texture (e.g. generateMipmap).
// On Feature Level 9_3, this is unlikely to be useful. The renderer can't create SRVs on the individual levels of the texture,
// so methods like generateMipmap can't do anything useful with non-zero-level RTVs.
// Therefore if level > 0 on 9_3 then there's almost certainly something wrong.
ASSERT(!(mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3 && level > 0));
if (!mRenderTarget[level])
{
ID3D11Resource *texture = NULL;
gl::Error error = getResource(&texture);
if (error.isError())
{
return error;
}
ID3D11ShaderResourceView *srv = NULL;
error = getSRVLevel(level, &srv);
if (error.isError())
{
return error;
}
if (mUseLevelZeroTexture)
{
if (!mLevelZeroRenderTarget)
{
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = mTopLevel + level;
ID3D11RenderTargetView *rtv;
HRESULT result = device->CreateRenderTargetView(mLevelZeroTexture, &rtvDesc, &rtv);
if (result == E_OUTOFMEMORY)
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
}
ASSERT(SUCCEEDED(result));
mLevelZeroRenderTarget = new TextureRenderTarget11(rtv, mLevelZeroTexture, NULL, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
// RenderTarget will take ownership of these resources
SafeRelease(rtv);
}
ASSERT(outRT);
*outRT = mLevelZeroRenderTarget;
return gl::Error(GL_NO_ERROR);
}
if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
{
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = mTopLevel + level;
ID3D11RenderTargetView *rtv;
HRESULT result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
}
mRenderTarget[level] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
// RenderTarget will take ownership of these resources
SafeRelease(rtv);
}
else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
{
ID3D11Device *device = mRenderer->getDevice();
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = mDepthStencilFormat;
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice = mTopLevel + level;
dsvDesc.Flags = 0;
ID3D11DepthStencilView *dsv;
HRESULT result = device->CreateDepthStencilView(texture, &dsvDesc, &dsv);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY,"Failed to create internal depth stencil view for texture storage, result: 0x%X.", result);
}
mRenderTarget[level] = new TextureRenderTarget11(dsv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
// RenderTarget will take ownership of these resources
SafeRelease(dsv);
}
else
{
UNREACHABLE();
}
}
ASSERT(outRT);
*outRT = mRenderTarget[level];
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_2D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
ID3D11ShaderResourceView **outSRV) const
{
ASSERT(outSRV);
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = mTopLevel + baseLevel;
srvDesc.Texture2D.MipLevels = mipLevels;
ID3D11Resource *srvTexture = texture;
if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
ASSERT(mTopLevel == 0);
ASSERT(baseLevel == 0);
// This code also assumes that the incoming texture equals either mLevelZeroTexture or mTexture.
if (mipLevels == 1 && mMipLevels > 1)
{
// We must use a SRV on the level-zero-only texture.
ASSERT(mLevelZeroTexture != NULL && texture == mLevelZeroTexture);
srvTexture = mLevelZeroTexture;
}
else
{
ASSERT(mipLevels == static_cast<int>(mMipLevels));
ASSERT(mTexture != NULL && texture == mTexture);
srvTexture = mTexture;
}
}
ID3D11Device *device = mRenderer->getDevice();
HRESULT result = device->CreateShaderResourceView(srvTexture, &srvDesc, outSRV);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_2D::getSwizzleTexture(ID3D11Resource **outTexture)
{
ASSERT(outTexture);
if (!mSwizzleTexture)
{
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.MipLevels = mMipLevels;
desc.ArraySize = 1;
desc.Format = mSwizzleTextureFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
}
}
*outTexture = mSwizzleTexture;
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_2D::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ASSERT(outRTV);
if (!mSwizzleRenderTargets[mipLevel])
{
ID3D11Resource *swizzleTexture = NULL;
gl::Error error = getSwizzleTexture(&swizzleTexture);
if (error.isError())
{
return error;
}
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mSwizzleRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = mTopLevel + mipLevel;
HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
}
}
*outRTV = mSwizzleRenderTargets[mipLevel];
return gl::Error(GL_NO_ERROR);
}
TextureStorage11_EGLImage::TextureStorage11_EGLImage(Renderer11 *renderer, EGLImageD3D *eglImage)
: TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, 0),
mImage(eglImage),
mCurrentRenderTarget(0),
mSwizzleTexture(nullptr),
mSwizzleRenderTargets(gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS, nullptr)
{
RenderTargetD3D *renderTargetD3D = nullptr;
mImage->getRenderTarget(&renderTargetD3D);
RenderTarget11 *renderTarget11 = GetAs<RenderTarget11>(renderTargetD3D);
mCurrentRenderTarget = reinterpret_cast<uintptr_t>(renderTarget11);
mMipLevels = 1;
mTextureFormat = renderTarget11->getDXGIFormat();
mTextureWidth = renderTarget11->getWidth();
mTextureHeight = renderTarget11->getHeight();
mTextureDepth = 1;
mInternalFormat = renderTarget11->getInternalFormat();
ID3D11ShaderResourceView *srv = renderTarget11->getShaderResourceView();
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srv->GetDesc(&srvDesc);
mShaderResourceFormat = srvDesc.Format;
ID3D11RenderTargetView *rtv = renderTarget11->getRenderTargetView();
if (rtv != nullptr)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtv->GetDesc(&rtvDesc);
mRenderTargetFormat = rtvDesc.Format;
}
else
{
mRenderTargetFormat = DXGI_FORMAT_UNKNOWN;
}
ID3D11DepthStencilView *dsv = renderTarget11->getDepthStencilView();
if (dsv != nullptr)
{
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsv->GetDesc(&dsvDesc);
mDepthStencilFormat = dsvDesc.Format;
}
else
{
mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
}
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat);
const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(
dxgiFormatInfo.internalFormat, mRenderer->getRenderer11DeviceCaps());
mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
}
TextureStorage11_EGLImage::~TextureStorage11_EGLImage()
{
SafeRelease(mSwizzleTexture);
for (size_t i = 0; i < mSwizzleRenderTargets.size(); i++)
{
SafeRelease(mSwizzleRenderTargets[i]);
}
}
gl::Error TextureStorage11_EGLImage::getResource(ID3D11Resource **outResource)
{
gl::Error error = checkForUpdatedRenderTarget();
if (error.isError())
{
return error;
}
RenderTarget11 *renderTarget11 = nullptr;
error = getImageRenderTarget(&renderTarget11);
if (error.isError())
{
return error;
}
*outResource = renderTarget11->getTexture();
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_EGLImage::getSRV(const gl::TextureState &textureState,
ID3D11ShaderResourceView **outSRV)
{
gl::Error error = checkForUpdatedRenderTarget();
if (error.isError())
{
return error;
}
return TextureStorage11::getSRV(textureState, outSRV);
}
gl::Error TextureStorage11_EGLImage::getMippedResource(ID3D11Resource **)
{
// This shouldn't be called unless the zero max LOD workaround is active.
// EGL images are unavailable in this configuration.
UNREACHABLE();
return gl::Error(GL_INVALID_OPERATION);
}
gl::Error TextureStorage11_EGLImage::getRenderTarget(const gl::ImageIndex &index,
RenderTargetD3D **outRT)
{
ASSERT(!index.hasLayer());
ASSERT(index.mipIndex == 0);
UNUSED_ASSERTION_VARIABLE(index);
gl::Error error = checkForUpdatedRenderTarget();
if (error.isError())
{
return error;
}
return mImage->getRenderTarget(outRT);
}
gl::Error TextureStorage11_EGLImage::copyToStorage(TextureStorage *destStorage)
{
ID3D11Resource *sourceResouce = nullptr;
gl::Error error = getResource(&sourceResouce);
if (error.isError())
{
return error;
}
ASSERT(destStorage);
TextureStorage11_2D *dest11 = GetAs<TextureStorage11_2D>(destStorage);
ID3D11Resource *destResource = nullptr;
error = dest11->getResource(&destResource);
if (error.isError())
{
return error;
}
ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
immediateContext->CopyResource(destResource, sourceResouce);
dest11->invalidateSwizzleCache();
return gl::Error(GL_NO_ERROR);
}
void TextureStorage11_EGLImage::associateImage(Image11 *, const gl::ImageIndex &)
{
}
void TextureStorage11_EGLImage::disassociateImage(const gl::ImageIndex &, Image11 *)
{
}
bool TextureStorage11_EGLImage::isAssociatedImageValid(const gl::ImageIndex &, Image11 *)
{
return false;
}
gl::Error TextureStorage11_EGLImage::releaseAssociatedImage(const gl::ImageIndex &, Image11 *)
{
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_EGLImage::useLevelZeroWorkaroundTexture(bool)
{
UNREACHABLE();
return gl::Error(GL_INVALID_OPERATION);
}
gl::Error TextureStorage11_EGLImage::getSwizzleTexture(ID3D11Resource **outTexture)
{
ASSERT(outTexture);
if (!mSwizzleTexture)
{
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.MipLevels = mMipLevels;
desc.ArraySize = 1;
desc.Format = mSwizzleTextureFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY,
"Failed to create internal swizzle texture, result: 0x%X.", result);
}
}
*outTexture = mSwizzleTexture;
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_EGLImage::getSwizzleRenderTarget(int mipLevel,
ID3D11RenderTargetView **outRTV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ASSERT(outRTV);
if (!mSwizzleRenderTargets[mipLevel])
{
ID3D11Resource *swizzleTexture = NULL;
gl::Error error = getSwizzleTexture(&swizzleTexture);
if (error.isError())
{
return error;
}
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mSwizzleRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = mTopLevel + mipLevel;
HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc,
&mSwizzleRenderTargets[mipLevel]);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY,
"Failed to create internal swizzle render target view, result: 0x%X.",
result);
}
}
*outRTV = mSwizzleRenderTargets[mipLevel];
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_EGLImage::checkForUpdatedRenderTarget()
{
RenderTarget11 *renderTarget11 = nullptr;
gl::Error error = getImageRenderTarget(&renderTarget11);
if (error.isError())
{
return error;
}
if (mCurrentRenderTarget != reinterpret_cast<uintptr_t>(renderTarget11))
{
clearSRVCache();
mCurrentRenderTarget = reinterpret_cast<uintptr_t>(renderTarget11);
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_EGLImage::createSRV(int baseLevel,
int mipLevels,
DXGI_FORMAT format,
ID3D11Resource *texture,
ID3D11ShaderResourceView **outSRV) const
{
ASSERT(baseLevel == 0);
ASSERT(mipLevels == 1);
ASSERT(outSRV);
// Create a new SRV only for the swizzle texture. Otherwise just return the Image's
// RenderTarget's SRV.
if (texture == mSwizzleTexture)
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = mTopLevel + baseLevel;
srvDesc.Texture2D.MipLevels = mipLevels;
ID3D11Device *device = mRenderer->getDevice();
HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY,
"Failed to create internal texture storage SRV, result: 0x%X.",
result);
}
}
else
{
RenderTarget11 *renderTarget = nullptr;
gl::Error error = getImageRenderTarget(&renderTarget);
if (error.isError())
{
return error;
}
ASSERT(texture == renderTarget->getTexture());
*outSRV = renderTarget->getShaderResourceView();
(*outSRV)->AddRef();
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_EGLImage::getImageRenderTarget(RenderTarget11 **outRT) const
{
RenderTargetD3D *renderTargetD3D = nullptr;
gl::Error error = mImage->getRenderTarget(&renderTargetD3D);
if (error.isError())
{
return error;
}
*outRT = GetAs<RenderTarget11>(renderTargetD3D);
return gl::Error(GL_NO_ERROR);
}
TextureStorage11_Cube::TextureStorage11_Cube(Renderer11 *renderer, GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly)
: TextureStorage11(renderer,
GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
GetTextureMiscFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget, levels))
{
mTexture = NULL;
mSwizzleTexture = NULL;
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
mSwizzleRenderTargets[level] = NULL;
for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
{
mAssociatedImages[face][level] = NULL;
mRenderTarget[face][level] = NULL;
}
}
mLevelZeroTexture = NULL;
mUseLevelZeroTexture = false;
for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
{
mLevelZeroRenderTarget[face] = NULL;
}
mInternalFormat = internalformat;
const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getRenderer11DeviceCaps());
mTextureFormat = formatInfo.texFormat;
mShaderResourceFormat = formatInfo.srvFormat;
mDepthStencilFormat = formatInfo.dsvFormat;
mRenderTargetFormat = formatInfo.rtvFormat;
mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
// adjust size if needed for compressed textures
int height = size;
d3d11::MakeValidSize(false, mTextureFormat, &size, &height, &mTopLevel);
mMipLevels = mTopLevel + levels;
mTextureWidth = size;
mTextureHeight = size;
mTextureDepth = 1;
if (hintLevelZeroOnly && levels > 1)
{
//The LevelZeroOnly hint should only be true if the zero max LOD workaround is active.
ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);
mUseLevelZeroTexture = true;
}
}
TextureStorage11_Cube::~TextureStorage11_Cube()
{
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
{
if (mAssociatedImages[face][level] != NULL)
{
bool imageAssociationCorrect = mAssociatedImages[face][level]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// We must let the Images recover their data before we delete it from the TextureStorage.
mAssociatedImages[face][level]->recoverFromAssociatedStorage();
}
}
}
}
SafeRelease(mTexture);
SafeRelease(mSwizzleTexture);
SafeRelease(mLevelZeroTexture);
for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
{
SafeDelete(mLevelZeroRenderTarget[face]);
}
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
SafeRelease(mSwizzleRenderTargets[level]);
for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
{
SafeDelete(mRenderTarget[face][level]);
}
}
}
UINT TextureStorage11_Cube::getSubresourceIndex(const gl::ImageIndex &index) const
{
if (mRenderer->getWorkarounds().zeroMaxLodWorkaround && mUseLevelZeroTexture && index.mipIndex == 0)
{
UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
UINT subresource = D3D11CalcSubresource(0, arraySlice, 1);
ASSERT(subresource != std::numeric_limits<UINT>::max());
return subresource;
}
else
{
UINT mipSlice = static_cast<UINT>(index.mipIndex + mTopLevel);
UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
UINT subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
ASSERT(subresource != std::numeric_limits<UINT>::max());
return subresource;
}
}
gl::Error TextureStorage11_Cube::copyToStorage(TextureStorage *destStorage)
{
ASSERT(destStorage);
TextureStorage11_Cube *dest11 = GetAs<TextureStorage11_Cube>(destStorage);
if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
// If either mTexture or mLevelZeroTexture exist, then we need to copy them into the corresponding textures in destStorage.
if (mTexture)
{
gl::Error error = dest11->useLevelZeroWorkaroundTexture(false);
if (error.isError())
{
return error;
}
ID3D11Resource *destResource = NULL;
error = dest11->getResource(&destResource);
if (error.isError())
{
return error;
}
immediateContext->CopyResource(destResource, mTexture);
}
if (mLevelZeroTexture)
{
gl::Error error = dest11->useLevelZeroWorkaroundTexture(true);
if (error.isError())
{
return error;
}
ID3D11Resource *destResource = NULL;
error = dest11->getResource(&destResource);
if (error.isError())
{
return error;
}
immediateContext->CopyResource(destResource, mLevelZeroTexture);
}
}
else
{
ID3D11Resource *sourceResouce = NULL;
gl::Error error = getResource(&sourceResouce);
if (error.isError())
{
return error;
}
ID3D11Resource *destResource = NULL;
error = dest11->getResource(&destResource);
if (error.isError())
{
return error;
}
ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
immediateContext->CopyResource(destResource, sourceResouce);
}
dest11->invalidateSwizzleCache();
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_Cube::useLevelZeroWorkaroundTexture(bool useLevelZeroTexture)
{
if (useLevelZeroTexture && mMipLevels > 1)
{
if (!mUseLevelZeroTexture && mTexture)
{
gl::Error error = ensureTextureExists(1);
if (error.isError())
{
return error;
}
// Pull data back from the mipped texture if necessary.
ASSERT(mLevelZeroTexture);
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
for (int face = 0; face < 6; face++)
{
context->CopySubresourceRegion(mLevelZeroTexture, D3D11CalcSubresource(0, face, 1), 0, 0, 0, mTexture, face * mMipLevels, NULL);
}
}
mUseLevelZeroTexture = true;
}
else
{
if (mUseLevelZeroTexture && mLevelZeroTexture)
{
gl::Error error = ensureTextureExists(mMipLevels);
if (error.isError())
{
return error;
}
// Pull data back from the level zero texture if necessary.
ASSERT(mTexture);
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
for (int face = 0; face < 6; face++)
{
context->CopySubresourceRegion(mTexture, D3D11CalcSubresource(0, face, mMipLevels), 0, 0, 0, mLevelZeroTexture, face, NULL);
}
}
mUseLevelZeroTexture = false;
}
return gl::Error(GL_NO_ERROR);
}
void TextureStorage11_Cube::associateImage(Image11* image, const gl::ImageIndex &index)
{
GLint level = index.mipIndex;
GLint layerTarget = index.layerIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(0 <= layerTarget && layerTarget < CUBE_FACE_COUNT);
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
{
mAssociatedImages[layerTarget][level] = image;
}
}
}
bool TextureStorage11_Cube::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
{
GLint level = index.mipIndex;
GLint layerTarget = index.layerIndex;
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
{
// This validation check should never return false. It means the Image/TextureStorage association is broken.
bool retValue = (mAssociatedImages[layerTarget][level] == expectedImage);
ASSERT(retValue);
return retValue;
}
}
return false;
}
// disassociateImage allows an Image to end its association with a Storage.
void TextureStorage11_Cube::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
{
GLint level = index.mipIndex;
GLint layerTarget = index.layerIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(0 <= layerTarget && layerTarget < CUBE_FACE_COUNT);
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
{
ASSERT(mAssociatedImages[layerTarget][level] == expectedImage);
if (mAssociatedImages[layerTarget][level] == expectedImage)
{
mAssociatedImages[layerTarget][level] = NULL;
}
}
}
}
// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
gl::Error TextureStorage11_Cube::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
{
GLint level = index.mipIndex;
GLint layerTarget = index.layerIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(0 <= layerTarget && layerTarget < CUBE_FACE_COUNT);
if ((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS))
{
if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
{
// No need to let the old Image recover its data, if it is also the incoming Image.
if (mAssociatedImages[layerTarget][level] != NULL && mAssociatedImages[layerTarget][level] != incomingImage)
{
// Ensure that the Image is still associated with this TextureStorage. This should be true.
bool imageAssociationCorrect = mAssociatedImages[layerTarget][level]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// Force the image to recover from storage before its data is overwritten.
// This will reset mAssociatedImages[level] to NULL too.
gl::Error error = mAssociatedImages[layerTarget][level]->recoverFromAssociatedStorage();
if (error.isError())
{
return error;
}
}
}
}
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_Cube::getResource(ID3D11Resource **outResource)
{
if (mUseLevelZeroTexture && mMipLevels > 1)
{
gl::Error error = ensureTextureExists(1);
if (error.isError())
{
return error;
}
*outResource = mLevelZeroTexture;
return gl::Error(GL_NO_ERROR);
}
else
{
gl::Error error = ensureTextureExists(mMipLevels);
if (error.isError())
{
return error;
}
*outResource = mTexture;
return gl::Error(GL_NO_ERROR);
}
}
gl::Error TextureStorage11_Cube::getMippedResource(ID3D11Resource **outResource)
{
// This shouldn't be called unless the zero max LOD workaround is active.
ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);
gl::Error error = ensureTextureExists(mMipLevels);
if (error.isError())
{
return error;
}
*outResource = mTexture;
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_Cube::ensureTextureExists(int mipLevels)
{
// If mMipLevels = 1 then always use mTexture rather than mLevelZeroTexture.
bool useLevelZeroTexture = mRenderer->getWorkarounds().zeroMaxLodWorkaround ? (mipLevels == 1) && (mMipLevels > 1) : false;
ID3D11Texture2D **outputTexture = useLevelZeroTexture ? &mLevelZeroTexture : &mTexture;
// if the size is not positive this should be treated as an incomplete texture
// we handle that here by skipping the d3d texture creation
if (*outputTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0)
{
ASSERT(mMipLevels > 0);
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.MipLevels = mipLevels;
desc.ArraySize = CUBE_FACE_COUNT;
desc.Format = mTextureFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = getBindFlags();
desc.CPUAccessFlags = 0;
desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE | getMiscFlags();
HRESULT result = device->CreateTexture2D(&desc, NULL, outputTexture);
// this can happen from windows TDR
if (d3d11::isDeviceLostError(result))
{
mRenderer->notifyDeviceLost();
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create cube texture storage, result: 0x%X.", result);
}
else if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create cube texture storage, result: 0x%X.", result);
}
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
{
int faceIndex = index.layerIndex;
int level = index.mipIndex;
ASSERT(level >= 0 && level < getLevelCount());
ASSERT(faceIndex >= 0 && faceIndex < CUBE_FACE_COUNT);
if (!mRenderTarget[faceIndex][level])
{
ID3D11Device *device = mRenderer->getDevice();
HRESULT result;
ID3D11Resource *texture = NULL;
gl::Error error = getResource(&texture);
if (error.isError())
{
return error;
}
if (mUseLevelZeroTexture)
{
if (!mLevelZeroRenderTarget[faceIndex])
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
rtvDesc.Texture2DArray.ArraySize = 1;
ID3D11RenderTargetView *rtv;
result = device->CreateRenderTargetView(mLevelZeroTexture, &rtvDesc, &rtv);
if (result == E_OUTOFMEMORY)
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
}
ASSERT(SUCCEEDED(result));
mLevelZeroRenderTarget[faceIndex] = new TextureRenderTarget11(rtv, mLevelZeroTexture, NULL, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
// RenderTarget will take ownership of these resources
SafeRelease(rtv);
}
ASSERT(outRT);
*outRT = mLevelZeroRenderTarget[faceIndex];
return gl::Error(GL_NO_ERROR);
}
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = mShaderResourceFormat;
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + level;
srvDesc.Texture2DArray.MipLevels = 1;
srvDesc.Texture2DArray.FirstArraySlice = faceIndex;
srvDesc.Texture2DArray.ArraySize = 1;
if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
{
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
}
else
{
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; // Will be used with Texture2D sampler, not TextureCube
}
ID3D11ShaderResourceView *srv;
result = device->CreateShaderResourceView(texture, &srvDesc, &srv);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal shader resource view for texture storage, result: 0x%X.", result);
}
if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
rtvDesc.Texture2DArray.ArraySize = 1;
ID3D11RenderTargetView *rtv;
result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
SafeRelease(srv);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
}
mRenderTarget[faceIndex][level] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
// RenderTarget will take ownership of these resources
SafeRelease(rtv);
SafeRelease(srv);
}
else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = mDepthStencilFormat;
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
dsvDesc.Flags = 0;
dsvDesc.Texture2DArray.MipSlice = mTopLevel + level;
dsvDesc.Texture2DArray.FirstArraySlice = faceIndex;
dsvDesc.Texture2DArray.ArraySize = 1;
ID3D11DepthStencilView *dsv;
result = device->CreateDepthStencilView(texture, &dsvDesc, &dsv);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
SafeRelease(srv);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal depth stencil view for texture storage, result: 0x%X.", result);
}
mRenderTarget[faceIndex][level] = new TextureRenderTarget11(dsv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
// RenderTarget will take ownership of these resources
SafeRelease(dsv);
SafeRelease(srv);
}
else
{
UNREACHABLE();
}
}
ASSERT(outRT);
*outRT = mRenderTarget[faceIndex][level];
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_Cube::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
ID3D11ShaderResourceView **outSRV) const
{
ASSERT(outSRV);
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
// Unnormalized integer cube maps are not supported by DX11; we emulate them as an array of six 2D textures
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format);
if (dxgiFormatInfo.componentType == GL_INT || dxgiFormatInfo.componentType == GL_UNSIGNED_INT)
{
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
srvDesc.Texture2DArray.MipLevels = 1;
srvDesc.Texture2DArray.FirstArraySlice = 0;
srvDesc.Texture2DArray.ArraySize = CUBE_FACE_COUNT;
}
else
{
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
srvDesc.TextureCube.MipLevels = mipLevels;
srvDesc.TextureCube.MostDetailedMip = mTopLevel + baseLevel;
}
ID3D11Resource *srvTexture = texture;
if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
ASSERT(mTopLevel == 0);
ASSERT(baseLevel == 0);
// This code also assumes that the incoming texture equals either mLevelZeroTexture or mTexture.
if (mipLevels == 1 && mMipLevels > 1)
{
// We must use a SRV on the level-zero-only texture.
ASSERT(mLevelZeroTexture != NULL && texture == mLevelZeroTexture);
srvTexture = mLevelZeroTexture;
}
else
{
ASSERT(mipLevels == static_cast<int>(mMipLevels));
ASSERT(mTexture != NULL && texture == mTexture);
srvTexture = mTexture;
}
}
ID3D11Device *device = mRenderer->getDevice();
HRESULT result = device->CreateShaderResourceView(srvTexture, &srvDesc, outSRV);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_Cube::getSwizzleTexture(ID3D11Resource **outTexture)
{
ASSERT(outTexture);
if (!mSwizzleTexture)
{
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.MipLevels = mMipLevels;
desc.ArraySize = CUBE_FACE_COUNT;
desc.Format = mSwizzleTextureFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
desc.CPUAccessFlags = 0;
desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
}
}
*outTexture = mSwizzleTexture;
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_Cube::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ASSERT(outRTV);
if (!mSwizzleRenderTargets[mipLevel])
{
ID3D11Resource *swizzleTexture = NULL;
gl::Error error = getSwizzleTexture(&swizzleTexture);
if (error.isError())
{
return error;
}
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mSwizzleRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture2DArray.FirstArraySlice = 0;
rtvDesc.Texture2DArray.ArraySize = CUBE_FACE_COUNT;
HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
}
}
*outRTV = mSwizzleRenderTargets[mipLevel];
return gl::Error(GL_NO_ERROR);
}
TextureStorage11_3D::TextureStorage11_3D(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
GLsizei width, GLsizei height, GLsizei depth, int levels)
: TextureStorage11(renderer,
GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
GetTextureMiscFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget, levels))
{
mTexture = NULL;
mSwizzleTexture = NULL;
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mAssociatedImages[i] = NULL;
mLevelRenderTargets[i] = NULL;
mSwizzleRenderTargets[i] = NULL;
}
mInternalFormat = internalformat;
const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getRenderer11DeviceCaps());
mTextureFormat = formatInfo.texFormat;
mShaderResourceFormat = formatInfo.srvFormat;
mDepthStencilFormat = formatInfo.dsvFormat;
mRenderTargetFormat = formatInfo.rtvFormat;
mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
// adjust size if needed for compressed textures
d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
mMipLevels = mTopLevel + levels;
mTextureWidth = width;
mTextureHeight = height;
mTextureDepth = depth;
}
TextureStorage11_3D::~TextureStorage11_3D()
{
for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
if (mAssociatedImages[i] != NULL)
{
bool imageAssociationCorrect = mAssociatedImages[i]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// We must let the Images recover their data before we delete it from the TextureStorage.
mAssociatedImages[i]->recoverFromAssociatedStorage();
}
}
}
SafeRelease(mTexture);
SafeRelease(mSwizzleTexture);
for (RenderTargetMap::iterator i = mLevelLayerRenderTargets.begin(); i != mLevelLayerRenderTargets.end(); i++)
{
SafeDelete(i->second);
}
mLevelLayerRenderTargets.clear();
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
SafeDelete(mLevelRenderTargets[i]);
SafeRelease(mSwizzleRenderTargets[i]);
}
}
void TextureStorage11_3D::associateImage(Image11* image, const gl::ImageIndex &index)
{
GLint level = index.mipIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
mAssociatedImages[level] = image;
}
}
bool TextureStorage11_3D::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
{
GLint level = index.mipIndex;
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
// This validation check should never return false. It means the Image/TextureStorage association is broken.
bool retValue = (mAssociatedImages[level] == expectedImage);
ASSERT(retValue);
return retValue;
}
return false;
}
// disassociateImage allows an Image to end its association with a Storage.
void TextureStorage11_3D::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
{
GLint level = index.mipIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
ASSERT(mAssociatedImages[level] == expectedImage);
if (mAssociatedImages[level] == expectedImage)
{
mAssociatedImages[level] = NULL;
}
}
}
// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
gl::Error TextureStorage11_3D::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
{
GLint level = index.mipIndex;
ASSERT((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS));
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
// No need to let the old Image recover its data, if it is also the incoming Image.
if (mAssociatedImages[level] != NULL && mAssociatedImages[level] != incomingImage)
{
// Ensure that the Image is still associated with this TextureStorage. This should be true.
bool imageAssociationCorrect = mAssociatedImages[level]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// Force the image to recover from storage before its data is overwritten.
// This will reset mAssociatedImages[level] to NULL too.
gl::Error error = mAssociatedImages[level]->recoverFromAssociatedStorage();
if (error.isError())
{
return error;
}
}
}
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_3D::getResource(ID3D11Resource **outResource)
{
// If the width, height or depth are not positive this should be treated as an incomplete texture
// we handle that here by skipping the d3d texture creation
if (mTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0)
{
ASSERT(mMipLevels > 0);
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE3D_DESC desc;
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.Depth = mTextureDepth;
desc.MipLevels = mMipLevels;
desc.Format = mTextureFormat;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = getBindFlags();
desc.CPUAccessFlags = 0;
desc.MiscFlags = getMiscFlags();
HRESULT result = device->CreateTexture3D(&desc, NULL, &mTexture);
// this can happen from windows TDR
if (d3d11::isDeviceLostError(result))
{
mRenderer->notifyDeviceLost();
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 3D texture storage, result: 0x%X.", result);
}
else if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 3D texture storage, result: 0x%X.", result);
}
}
*outResource = mTexture;
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_3D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
ID3D11ShaderResourceView **outSRV) const
{
ASSERT(outSRV);
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
srvDesc.Texture3D.MostDetailedMip = baseLevel;
srvDesc.Texture3D.MipLevels = mipLevels;
ID3D11Device *device = mRenderer->getDevice();
HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
{
int mipLevel = index.mipIndex;
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ASSERT(mRenderTargetFormat != DXGI_FORMAT_UNKNOWN);
if (!index.hasLayer())
{
if (!mLevelRenderTargets[mipLevel])
{
ID3D11Resource *texture = NULL;
gl::Error error = getResource(&texture);
if (error.isError())
{
return error;
}
ID3D11ShaderResourceView *srv = NULL;
error = getSRVLevel(mipLevel, &srv);
if (error.isError())
{
return error;
}
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture3D.FirstWSlice = 0;
rtvDesc.Texture3D.WSize = static_cast<UINT>(-1);
ID3D11RenderTargetView *rtv;
HRESULT result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
SafeRelease(srv);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
}
mLevelRenderTargets[mipLevel] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), getLevelDepth(mipLevel), 0);
// RenderTarget will take ownership of these resources
SafeRelease(rtv);
}
ASSERT(outRT);
*outRT = mLevelRenderTargets[mipLevel];
return gl::Error(GL_NO_ERROR);
}
else
{
int layer = index.layerIndex;
LevelLayerKey key(mipLevel, layer);
if (mLevelLayerRenderTargets.find(key) == mLevelLayerRenderTargets.end())
{
ID3D11Device *device = mRenderer->getDevice();
HRESULT result;
ID3D11Resource *texture = NULL;
gl::Error error = getResource(&texture);
if (error.isError())
{
return error;
}
// TODO, what kind of SRV is expected here?
ID3D11ShaderResourceView *srv = NULL;
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture3D.FirstWSlice = layer;
rtvDesc.Texture3D.WSize = 1;
ID3D11RenderTargetView *rtv;
result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
SafeRelease(srv); return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
}
ASSERT(SUCCEEDED(result));
mLevelLayerRenderTargets[key] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
// RenderTarget will take ownership of these resources
SafeRelease(rtv);
}
ASSERT(outRT);
*outRT = mLevelLayerRenderTargets[key];
return gl::Error(GL_NO_ERROR);
}
}
gl::Error TextureStorage11_3D::getSwizzleTexture(ID3D11Resource **outTexture)
{
ASSERT(outTexture);
if (!mSwizzleTexture)
{
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE3D_DESC desc;
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.Depth = mTextureDepth;
desc.MipLevels = mMipLevels;
desc.Format = mSwizzleTextureFormat;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
HRESULT result = device->CreateTexture3D(&desc, NULL, &mSwizzleTexture);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
}
}
*outTexture = mSwizzleTexture;
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_3D::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ASSERT(outRTV);
if (!mSwizzleRenderTargets[mipLevel])
{
ID3D11Resource *swizzleTexture = NULL;
gl::Error error = getSwizzleTexture(&swizzleTexture);
if (error.isError())
{
return error;
}
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mSwizzleRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture3D.FirstWSlice = 0;
rtvDesc.Texture3D.WSize = static_cast<UINT>(-1);
HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
}
}
*outRTV = mSwizzleRenderTargets[mipLevel];
return gl::Error(GL_NO_ERROR);
}
TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
GLsizei width, GLsizei height, GLsizei depth, int levels)
: TextureStorage11(renderer,
GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
GetTextureMiscFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget, levels))
{
mTexture = NULL;
mSwizzleTexture = NULL;
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
mSwizzleRenderTargets[level] = NULL;
}
mInternalFormat = internalformat;
const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getRenderer11DeviceCaps());
mTextureFormat = formatInfo.texFormat;
mShaderResourceFormat = formatInfo.srvFormat;
mDepthStencilFormat = formatInfo.dsvFormat;
mRenderTargetFormat = formatInfo.rtvFormat;
mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
// adjust size if needed for compressed textures
d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
mMipLevels = mTopLevel + levels;
mTextureWidth = width;
mTextureHeight = height;
mTextureDepth = depth;
}
TextureStorage11_2DArray::~TextureStorage11_2DArray()
{
for (ImageMap::iterator i = mAssociatedImages.begin(); i != mAssociatedImages.end(); i++)
{
if (i->second)
{
bool imageAssociationCorrect = i->second->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// We must let the Images recover their data before we delete it from the TextureStorage.
i->second->recoverFromAssociatedStorage();
}
}
}
mAssociatedImages.clear();
SafeRelease(mTexture);
SafeRelease(mSwizzleTexture);
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
SafeRelease(mSwizzleRenderTargets[level]);
}
for (RenderTargetMap::iterator i = mRenderTargets.begin(); i != mRenderTargets.end(); i++)
{
SafeDelete(i->second);
}
mRenderTargets.clear();
}
void TextureStorage11_2DArray::associateImage(Image11* image, const gl::ImageIndex &index)
{
GLint level = index.mipIndex;
GLint layerTarget = index.layerIndex;
ASSERT(0 <= level && level < getLevelCount());
if (0 <= level && level < getLevelCount())
{
LevelLayerKey key(level, layerTarget);
mAssociatedImages[key] = image;
}
}
bool TextureStorage11_2DArray::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
{
GLint level = index.mipIndex;
GLint layerTarget = index.layerIndex;
LevelLayerKey key(level, layerTarget);
// This validation check should never return false. It means the Image/TextureStorage association is broken.
bool retValue = (mAssociatedImages.find(key) != mAssociatedImages.end() && (mAssociatedImages[key] == expectedImage));
ASSERT(retValue);
return retValue;
}
// disassociateImage allows an Image to end its association with a Storage.
void TextureStorage11_2DArray::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
{
GLint level = index.mipIndex;
GLint layerTarget = index.layerIndex;
LevelLayerKey key(level, layerTarget);
bool imageAssociationCorrect = (mAssociatedImages.find(key) != mAssociatedImages.end() && (mAssociatedImages[key] == expectedImage));
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
mAssociatedImages[key] = NULL;
}
}
// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
gl::Error TextureStorage11_2DArray::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
{
GLint level = index.mipIndex;
GLint layerTarget = index.layerIndex;
LevelLayerKey key(level, layerTarget);
if (mAssociatedImages.find(key) != mAssociatedImages.end())
{
if (mAssociatedImages[key] != NULL && mAssociatedImages[key] != incomingImage)
{
// Ensure that the Image is still associated with this TextureStorage. This should be true.
bool imageAssociationCorrect = mAssociatedImages[key]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// Force the image to recover from storage before its data is overwritten.
// This will reset mAssociatedImages[level] to NULL too.
gl::Error error = mAssociatedImages[key]->recoverFromAssociatedStorage();
if (error.isError())
{
return error;
}
}
}
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_2DArray::getResource(ID3D11Resource **outResource)
{
// if the width, height or depth is not positive this should be treated as an incomplete texture
// we handle that here by skipping the d3d texture creation
if (mTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0)
{
ASSERT(mMipLevels > 0);
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.MipLevels = mMipLevels;
desc.ArraySize = mTextureDepth;
desc.Format = mTextureFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = getBindFlags();
desc.CPUAccessFlags = 0;
desc.MiscFlags = getMiscFlags();
HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
// this can happen from windows TDR
if (d3d11::isDeviceLostError(result))
{
mRenderer->notifyDeviceLost();
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D array texture storage, result: 0x%X.", result);
}
else if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D array texture storage, result: 0x%X.", result);
}
}
*outResource = mTexture;
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_2DArray::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
ID3D11ShaderResourceView **outSRV) const
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
srvDesc.Texture2DArray.MipLevels = mipLevels;
srvDesc.Texture2DArray.FirstArraySlice = 0;
srvDesc.Texture2DArray.ArraySize = mTextureDepth;
ID3D11Device *device = mRenderer->getDevice();
HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_2DArray::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
{
ASSERT(index.hasLayer());
int mipLevel = index.mipIndex;
int layer = index.layerIndex;
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
LevelLayerKey key(mipLevel, layer);
if (mRenderTargets.find(key) == mRenderTargets.end())
{
ID3D11Device *device = mRenderer->getDevice();
HRESULT result;
ID3D11Resource *texture = NULL;
gl::Error error = getResource(&texture);
if (error.isError())
{
return error;
}
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = mShaderResourceFormat;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + mipLevel;
srvDesc.Texture2DArray.MipLevels = 1;
srvDesc.Texture2DArray.FirstArraySlice = layer;
srvDesc.Texture2DArray.ArraySize = 1;
ID3D11ShaderResourceView *srv;
result = device->CreateShaderResourceView(texture, &srvDesc, &srv);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal shader resource view for texture storage, result: 0x%X.", result);
}
if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture2DArray.FirstArraySlice = layer;
rtvDesc.Texture2DArray.ArraySize = 1;
ID3D11RenderTargetView *rtv;
result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
SafeRelease(srv);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
}
mRenderTargets[key] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
// RenderTarget will take ownership of these resources
SafeRelease(rtv);
SafeRelease(srv);
}
else
{
UNREACHABLE();
}
}
ASSERT(outRT);
*outRT = mRenderTargets[key];
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_2DArray::getSwizzleTexture(ID3D11Resource **outTexture)
{
if (!mSwizzleTexture)
{
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.MipLevels = mMipLevels;
desc.ArraySize = mTextureDepth;
desc.Format = mSwizzleTextureFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
}
}
*outTexture = mSwizzleTexture;
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_2DArray::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ASSERT(outRTV);
if (!mSwizzleRenderTargets[mipLevel])
{
ID3D11Resource *swizzleTexture = NULL;
gl::Error error = getSwizzleTexture(&swizzleTexture);
if (error.isError())
{
return error;
}
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mSwizzleRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture2DArray.FirstArraySlice = 0;
rtvDesc.Texture2DArray.ArraySize = mTextureDepth;
HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
}
}
*outRTV = mSwizzleRenderTargets[mipLevel];
return gl::Error(GL_NO_ERROR);
}
}