| #include "precompiled.h" |
| // |
| // 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. |
| // |
| |
| // 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 "libGLESv2/renderer/TextureStorage11.h" |
| |
| #include "libGLESv2/renderer/Renderer11.h" |
| #include "libGLESv2/renderer/RenderTarget11.h" |
| #include "libGLESv2/renderer/SwapChain11.h" |
| #include "libGLESv2/renderer/renderer11_utils.h" |
| |
| #include "libGLESv2/utilities.h" |
| #include "libGLESv2/main.h" |
| |
| namespace rx |
| { |
| |
| TextureStorage11::TextureStorage11(Renderer *renderer, UINT bindFlags) |
| : mBindFlags(bindFlags), |
| mLodOffset(0), |
| mMipLevels(0), |
| mTexture(NULL), |
| mTextureFormat(DXGI_FORMAT_UNKNOWN), |
| mShaderResourceFormat(DXGI_FORMAT_UNKNOWN), |
| mRenderTargetFormat(DXGI_FORMAT_UNKNOWN), |
| mDepthStencilFormat(DXGI_FORMAT_UNKNOWN), |
| mSRV(NULL), |
| mTextureWidth(0), |
| mTextureHeight(0) |
| { |
| mRenderer = Renderer11::makeRenderer11(renderer); |
| } |
| |
| TextureStorage11::~TextureStorage11() |
| { |
| } |
| |
| TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage) |
| { |
| ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11*, storage)); |
| return static_cast<TextureStorage11*>(storage); |
| } |
| |
| DWORD TextureStorage11::GetTextureBindFlags(DXGI_FORMAT format, GLenum glusage, bool forceRenderable) |
| { |
| UINT bindFlags = D3D11_BIND_SHADER_RESOURCE; |
| |
| if (d3d11::IsDepthStencilFormat(format)) |
| { |
| bindFlags |= D3D11_BIND_DEPTH_STENCIL; |
| } |
| else if(forceRenderable || (TextureStorage11::IsTextureFormatRenderable(format) && (glusage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE))) |
| { |
| bindFlags |= D3D11_BIND_RENDER_TARGET; |
| } |
| return bindFlags; |
| } |
| |
| bool TextureStorage11::IsTextureFormatRenderable(DXGI_FORMAT format) |
| { |
| switch(format) |
| { |
| case DXGI_FORMAT_R8G8B8A8_UNORM: |
| case DXGI_FORMAT_A8_UNORM: |
| case DXGI_FORMAT_R32G32B32A32_FLOAT: |
| case DXGI_FORMAT_R16G16B16A16_FLOAT: |
| case DXGI_FORMAT_B8G8R8A8_UNORM: |
| case DXGI_FORMAT_R8_UNORM: |
| case DXGI_FORMAT_R8G8_UNORM: |
| case DXGI_FORMAT_R16_FLOAT: |
| case DXGI_FORMAT_R16G16_FLOAT: |
| return true; |
| case DXGI_FORMAT_BC1_UNORM: |
| case DXGI_FORMAT_BC2_UNORM: |
| case DXGI_FORMAT_BC3_UNORM: |
| case DXGI_FORMAT_R32G32B32_FLOAT: // not renderable on all devices |
| return false; |
| default: |
| UNREACHABLE(); |
| return false; |
| } |
| } |
| |
| UINT TextureStorage11::getBindFlags() const |
| { |
| return mBindFlags; |
| } |
| |
| ID3D11Texture2D *TextureStorage11::getBaseTexture() const |
| { |
| return mTexture; |
| } |
| |
| int TextureStorage11::getLodOffset() const |
| { |
| return mLodOffset; |
| } |
| |
| bool TextureStorage11::isRenderTarget() const |
| { |
| return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0; |
| } |
| |
| bool TextureStorage11::isManaged() const |
| { |
| return false; |
| } |
| |
| int TextureStorage11::levelCount() |
| { |
| int levels = 0; |
| if (getBaseTexture()) |
| { |
| levels = mMipLevels - getLodOffset(); |
| } |
| return levels; |
| } |
| |
| UINT TextureStorage11::getSubresourceIndex(int level, int faceIndex) |
| { |
| UINT index = 0; |
| if (getBaseTexture()) |
| { |
| index = D3D11CalcSubresource(level, faceIndex, mMipLevels); |
| } |
| return index; |
| } |
| |
| bool TextureStorage11::updateSubresourceLevel(ID3D11Texture2D *srcTexture, unsigned int sourceSubresource, |
| int level, int face, GLint xoffset, GLint yoffset, |
| GLsizei width, GLsizei height) |
| { |
| if (srcTexture) |
| { |
| // Round up the width and height to the nearest multiple of dimension alignment |
| unsigned int dimensionAlignment = d3d11::GetTextureFormatDimensionAlignment(mTextureFormat); |
| width = width + dimensionAlignment - 1 - (width - 1) % dimensionAlignment; |
| height = height + dimensionAlignment - 1 - (height - 1) % dimensionAlignment; |
| |
| D3D11_BOX srcBox; |
| srcBox.left = xoffset; |
| srcBox.top = yoffset; |
| srcBox.right = xoffset + width; |
| srcBox.bottom = yoffset + height; |
| srcBox.front = 0; |
| srcBox.back = 1; |
| |
| ID3D11DeviceContext *context = mRenderer->getDeviceContext(); |
| |
| ASSERT(getBaseTexture()); |
| context->CopySubresourceRegion(getBaseTexture(), getSubresourceIndex(level + mLodOffset, face), |
| xoffset, yoffset, 0, srcTexture, sourceSubresource, &srcBox); |
| return true; |
| } |
| |
| return false; |
| } |
| |
| void TextureStorage11::generateMipmapLayer(RenderTarget11 *source, RenderTarget11 *dest) |
| { |
| if (source && dest) |
| { |
| ID3D11ShaderResourceView *sourceSRV = source->getShaderResourceView(); |
| ID3D11RenderTargetView *destRTV = dest->getRenderTargetView(); |
| |
| if (sourceSRV && destRTV) |
| { |
| gl::Rectangle sourceArea; |
| sourceArea.x = 0; |
| sourceArea.y = 0; |
| sourceArea.width = source->getWidth(); |
| sourceArea.height = source->getHeight(); |
| |
| gl::Rectangle destArea; |
| destArea.x = 0; |
| destArea.y = 0; |
| destArea.width = dest->getWidth(); |
| destArea.height = dest->getHeight(); |
| |
| mRenderer->copyTexture(sourceSRV, sourceArea, source->getWidth(), source->getHeight(), |
| destRTV, destArea, dest->getWidth(), dest->getHeight(), |
| GL_RGBA); |
| } |
| } |
| } |
| |
| TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain) |
| : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE) |
| { |
| mTexture = swapchain->getOffscreenTexture(); |
| mSRV = swapchain->getRenderTargetShaderResource(); |
| |
| for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) |
| { |
| mRenderTarget[i] = NULL; |
| } |
| |
| D3D11_TEXTURE2D_DESC texDesc; |
| mTexture->GetDesc(&texDesc); |
| mMipLevels = texDesc.MipLevels; |
| mTextureFormat = texDesc.Format; |
| mTextureWidth = texDesc.Width; |
| mTextureHeight = texDesc.Height; |
| |
| D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
| mSRV->GetDesc(&srvDesc); |
| mShaderResourceFormat = srvDesc.Format; |
| |
| ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget(); |
| D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; |
| offscreenRTV->GetDesc(&rtvDesc); |
| mRenderTargetFormat = rtvDesc.Format; |
| offscreenRTV->Release(); |
| |
| mDepthStencilFormat = DXGI_FORMAT_UNKNOWN; |
| } |
| |
| TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height) |
| : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable)) |
| { |
| for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) |
| { |
| mRenderTarget[i] = NULL; |
| } |
| |
| DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat); |
| if (d3d11::IsDepthStencilFormat(convertedFormat)) |
| { |
| mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat); |
| mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat); |
| mDepthStencilFormat = convertedFormat; |
| mRenderTargetFormat = DXGI_FORMAT_UNKNOWN; |
| } |
| else |
| { |
| mTextureFormat = convertedFormat; |
| mShaderResourceFormat = convertedFormat; |
| mDepthStencilFormat = DXGI_FORMAT_UNKNOWN; |
| mRenderTargetFormat = convertedFormat; |
| } |
| |
| // 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 (width > 0 && height > 0) |
| { |
| // adjust size if needed for compressed textures |
| gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset); |
| |
| ID3D11Device *device = mRenderer->getDevice(); |
| |
| D3D11_TEXTURE2D_DESC desc; |
| desc.Width = width; // Compressed texture size constraints? |
| desc.Height = height; |
| desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0; |
| 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 = 0; |
| |
| HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture); |
| |
| // this can happen from windows TDR |
| if (d3d11::isDeviceLostError(result)) |
| { |
| mRenderer->notifyDeviceLost(); |
| gl::error(GL_OUT_OF_MEMORY); |
| } |
| else if (FAILED(result)) |
| { |
| ASSERT(result == E_OUTOFMEMORY); |
| ERR("Creating image failed."); |
| gl::error(GL_OUT_OF_MEMORY); |
| } |
| else |
| { |
| mTexture->GetDesc(&desc); |
| mMipLevels = desc.MipLevels; |
| mTextureWidth = desc.Width; |
| mTextureHeight = desc.Height; |
| } |
| } |
| } |
| |
| TextureStorage11_2D::~TextureStorage11_2D() |
| { |
| if (mTexture) |
| { |
| mTexture->Release(); |
| mTexture = NULL; |
| } |
| |
| if (mSRV) |
| { |
| mSRV->Release(); |
| mSRV = NULL; |
| } |
| |
| for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) |
| { |
| delete mRenderTarget[i]; |
| mRenderTarget[i] = NULL; |
| } |
| } |
| |
| TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage) |
| { |
| ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2D*, storage)); |
| return static_cast<TextureStorage11_2D*>(storage); |
| } |
| |
| RenderTarget *TextureStorage11_2D::getRenderTarget(int level) |
| { |
| if (level >= 0 && level < static_cast<int>(mMipLevels)) |
| { |
| if (!mRenderTarget[level]) |
| { |
| ID3D11Device *device = mRenderer->getDevice(); |
| HRESULT result; |
| |
| D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
| srvDesc.Format = mShaderResourceFormat; |
| srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; |
| srvDesc.Texture2D.MostDetailedMip = level; |
| srvDesc.Texture2D.MipLevels = 1; |
| |
| ID3D11ShaderResourceView *srv; |
| result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv); |
| |
| if (result == E_OUTOFMEMORY) |
| { |
| return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); |
| } |
| ASSERT(SUCCEEDED(result)); |
| |
| if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN) |
| { |
| D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; |
| rtvDesc.Format = mRenderTargetFormat; |
| rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; |
| rtvDesc.Texture2D.MipSlice = level; |
| |
| ID3D11RenderTargetView *rtv; |
| result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv); |
| |
| if (result == E_OUTOFMEMORY) |
| { |
| srv->Release(); |
| return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); |
| } |
| ASSERT(SUCCEEDED(result)); |
| |
| // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11 |
| // also needs to keep a reference to the texture. |
| mTexture->AddRef(); |
| |
| mRenderTarget[level] = new RenderTarget11(mRenderer, rtv, mTexture, srv, |
| std::max(mTextureWidth >> level, 1U), |
| std::max(mTextureHeight >> level, 1U)); |
| } |
| else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN) |
| { |
| D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; |
| dsvDesc.Format = mDepthStencilFormat; |
| dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; |
| dsvDesc.Texture2D.MipSlice = level; |
| dsvDesc.Flags = 0; |
| |
| ID3D11DepthStencilView *dsv; |
| result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv); |
| |
| if (result == E_OUTOFMEMORY) |
| { |
| srv->Release(); |
| return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); |
| } |
| ASSERT(SUCCEEDED(result)); |
| |
| // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11 |
| // also needs to keep a reference to the texture. |
| mTexture->AddRef(); |
| |
| mRenderTarget[level] = new RenderTarget11(mRenderer, dsv, mTexture, srv, |
| std::max(mTextureWidth >> level, 1U), |
| std::max(mTextureHeight >> level, 1U)); |
| } |
| else |
| { |
| UNREACHABLE(); |
| } |
| } |
| |
| return mRenderTarget[level]; |
| } |
| else |
| { |
| return NULL; |
| } |
| } |
| |
| ID3D11ShaderResourceView *TextureStorage11_2D::getSRV() |
| { |
| if (!mSRV) |
| { |
| ID3D11Device *device = mRenderer->getDevice(); |
| |
| D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
| srvDesc.Format = mShaderResourceFormat; |
| srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; |
| srvDesc.Texture2D.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels); |
| srvDesc.Texture2D.MostDetailedMip = 0; |
| |
| HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV); |
| |
| if (result == E_OUTOFMEMORY) |
| { |
| return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL)); |
| } |
| ASSERT(SUCCEEDED(result)); |
| } |
| |
| return mSRV; |
| } |
| |
| void TextureStorage11_2D::generateMipmap(int level) |
| { |
| RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(level - 1)); |
| RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(level)); |
| |
| generateMipmapLayer(source, dest); |
| } |
| |
| TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size) |
| : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable)) |
| { |
| for (unsigned int i = 0; i < 6; i++) |
| { |
| for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++) |
| { |
| mRenderTarget[i][j] = NULL; |
| } |
| } |
| |
| DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat); |
| if (d3d11::IsDepthStencilFormat(convertedFormat)) |
| { |
| mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat); |
| mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat); |
| mDepthStencilFormat = convertedFormat; |
| mRenderTargetFormat = DXGI_FORMAT_UNKNOWN; |
| } |
| else |
| { |
| mTextureFormat = convertedFormat; |
| mShaderResourceFormat = convertedFormat; |
| mDepthStencilFormat = DXGI_FORMAT_UNKNOWN; |
| mRenderTargetFormat = convertedFormat; |
| } |
| |
| // 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 (size > 0) |
| { |
| // adjust size if needed for compressed textures |
| int height = size; |
| gl::MakeValidSize(false, gl::IsCompressed(internalformat), &size, &height, &mLodOffset); |
| |
| ID3D11Device *device = mRenderer->getDevice(); |
| |
| D3D11_TEXTURE2D_DESC desc; |
| desc.Width = size; |
| desc.Height = size; |
| desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0; |
| desc.ArraySize = 6; |
| 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; |
| |
| HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture); |
| |
| if (FAILED(result)) |
| { |
| ASSERT(result == E_OUTOFMEMORY); |
| ERR("Creating image failed."); |
| gl::error(GL_OUT_OF_MEMORY); |
| } |
| else |
| { |
| mTexture->GetDesc(&desc); |
| mMipLevels = desc.MipLevels; |
| mTextureWidth = desc.Width; |
| mTextureHeight = desc.Height; |
| } |
| } |
| } |
| |
| TextureStorage11_Cube::~TextureStorage11_Cube() |
| { |
| if (mTexture) |
| { |
| mTexture->Release(); |
| mTexture = NULL; |
| } |
| |
| if (mSRV) |
| { |
| mSRV->Release(); |
| mSRV = NULL; |
| } |
| |
| for (unsigned int i = 0; i < 6; i++) |
| { |
| for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++) |
| { |
| delete mRenderTarget[i][j]; |
| mRenderTarget[i][j] = NULL; |
| } |
| } |
| } |
| |
| TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage) |
| { |
| ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_Cube*, storage)); |
| return static_cast<TextureStorage11_Cube*>(storage); |
| } |
| |
| RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget, int level) |
| { |
| unsigned int faceIdx = gl::TextureCubeMap::faceIndex(faceTarget); |
| if (level >= 0 && level < static_cast<int>(mMipLevels)) |
| { |
| if (!mRenderTarget[faceIdx][level]) |
| { |
| ID3D11Device *device = mRenderer->getDevice(); |
| HRESULT result; |
| |
| D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
| srvDesc.Format = mShaderResourceFormat; |
| srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; |
| srvDesc.Texture2DArray.MostDetailedMip = level; |
| srvDesc.Texture2DArray.MipLevels = 1; |
| srvDesc.Texture2DArray.FirstArraySlice = faceIdx; |
| srvDesc.Texture2DArray.ArraySize = 1; |
| |
| ID3D11ShaderResourceView *srv; |
| result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv); |
| |
| if (result == E_OUTOFMEMORY) |
| { |
| return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); |
| } |
| ASSERT(SUCCEEDED(result)); |
| |
| if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN) |
| { |
| D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; |
| rtvDesc.Format = mRenderTargetFormat; |
| rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; |
| rtvDesc.Texture2DArray.MipSlice = level; |
| rtvDesc.Texture2DArray.FirstArraySlice = faceIdx; |
| rtvDesc.Texture2DArray.ArraySize = 1; |
| |
| ID3D11RenderTargetView *rtv; |
| result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv); |
| |
| if (result == E_OUTOFMEMORY) |
| { |
| srv->Release(); |
| return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); |
| } |
| ASSERT(SUCCEEDED(result)); |
| |
| // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11 |
| // also needs to keep a reference to the texture. |
| mTexture->AddRef(); |
| |
| mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, rtv, mTexture, srv, |
| std::max(mTextureWidth >> level, 1U), |
| std::max(mTextureHeight >> level, 1U)); |
| } |
| else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN) |
| { |
| D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; |
| dsvDesc.Format = mRenderTargetFormat; |
| dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY; |
| dsvDesc.Texture2DArray.MipSlice = level; |
| dsvDesc.Texture2DArray.FirstArraySlice = faceIdx; |
| dsvDesc.Texture2DArray.ArraySize = 1; |
| |
| ID3D11DepthStencilView *dsv; |
| result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv); |
| |
| if (result == E_OUTOFMEMORY) |
| { |
| srv->Release(); |
| return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); |
| } |
| ASSERT(SUCCEEDED(result)); |
| |
| // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11 |
| // also needs to keep a reference to the texture. |
| mTexture->AddRef(); |
| |
| mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, dsv, mTexture, srv, |
| std::max(mTextureWidth >> level, 1U), |
| std::max(mTextureHeight >> level, 1U)); |
| } |
| else |
| { |
| UNREACHABLE(); |
| } |
| } |
| |
| return mRenderTarget[faceIdx][level]; |
| } |
| else |
| { |
| return NULL; |
| } |
| } |
| |
| ID3D11ShaderResourceView *TextureStorage11_Cube::getSRV() |
| { |
| if (!mSRV) |
| { |
| ID3D11Device *device = mRenderer->getDevice(); |
| |
| D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
| srvDesc.Format = mShaderResourceFormat; |
| srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; |
| srvDesc.TextureCube.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels); |
| srvDesc.TextureCube.MostDetailedMip = 0; |
| |
| HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV); |
| |
| if (result == E_OUTOFMEMORY) |
| { |
| return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL)); |
| } |
| ASSERT(SUCCEEDED(result)); |
| } |
| |
| return mSRV; |
| } |
| |
| void TextureStorage11_Cube::generateMipmap(int face, int level) |
| { |
| RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level - 1)); |
| RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level)); |
| |
| generateMipmapLayer(source, dest); |
| } |
| |
| } |