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//
// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// 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/main.h"
namespace rx
{
TextureStorage11::TextureStorage11(Renderer *renderer, UINT bindFlags)
: mBindFlags(bindFlags),
mLodOffset(0),
mMipLevels(0)
{
mRenderer = Renderer11::makeRenderer11(renderer);
}
TextureStorage11::~TextureStorage11()
{
}
TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage)
{
ASSERT(dynamic_cast<TextureStorage11*>(storage) != NULL);
return static_cast<TextureStorage11*>(storage);
}
DWORD TextureStorage11::GetTextureBindFlags(DXGI_FORMAT format, GLenum glusage, bool forceRenderable)
{
UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
if (format == DXGI_FORMAT_D24_UNORM_S8_UINT)
{
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_R32G32B32_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:
return false;
default:
UNREACHABLE();
return false;
}
}
UINT TextureStorage11::getBindFlags() const
{
return mBindFlags;
}
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, int level, int face, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
{
if (srcTexture)
{
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, face), xoffset, yoffset, 0, srcTexture, 0, &srcBox);
return true;
}
return false;
}
TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain)
: TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE)
{
ID3D11Texture2D *surfaceTexture = swapchain->getOffscreenTexture();
mTexture = surfaceTexture;
mSRV = NULL;
mRenderTarget = NULL;
D3D11_TEXTURE2D_DESC desc;
surfaceTexture->GetDesc(&desc);
mMipLevels = desc.MipLevels;
initializeSRV(desc.Format, desc.MipLevels);
initializeRenderTarget(desc.Format, desc.Width, desc.Height);
}
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))
{
mTexture = NULL;
mSRV = NULL;
mRenderTarget = NULL;
DXGI_FORMAT format = gl_d3d11::ConvertTextureFormat(internalformat);
// 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 + mLodOffset;
desc.ArraySize = 1;
desc.Format = format;
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);
if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
ERR("Creating image failed.");
error(GL_OUT_OF_MEMORY);
}
else
{
mTexture->GetDesc(&desc);
mMipLevels = desc.MipLevels;
}
}
initializeSRV(format, levels + mLodOffset);
initializeRenderTarget(format, width, height);
}
TextureStorage11_2D::~TextureStorage11_2D()
{
if (mTexture)
mTexture->Release();
}
TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage)
{
ASSERT(dynamic_cast<TextureStorage11_2D*>(storage) != NULL);
return static_cast<TextureStorage11_2D*>(storage);
}
RenderTarget *TextureStorage11_2D::getRenderTarget() const
{
return mRenderTarget;
}
ID3D11Texture2D *TextureStorage11_2D::getBaseTexture() const
{
return mTexture;
}
ID3D11ShaderResourceView *TextureStorage11_2D::getSRV() const
{
return mSRV;
}
void TextureStorage11_2D::generateMipmap(int level)
{
// TODO
UNIMPLEMENTED();
}
void TextureStorage11_2D::initializeRenderTarget(DXGI_FORMAT format, int width, int height)
{
ASSERT(mRenderTarget == NULL);
if (mTexture != NULL && isRenderTarget())
{
if (getBindFlags() & D3D11_BIND_RENDER_TARGET)
{
// Create render target view -- texture should already be created with
// BIND_RENDER_TARGET flag.
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Format = format;
rtvDesc.Texture2D.MipSlice = 0;
ID3D11RenderTargetView *renderTargetView;
ID3D11Device *device = mRenderer->getDevice();
HRESULT result = device->CreateRenderTargetView(mTexture, &rtvDesc, &renderTargetView);
if (result == E_OUTOFMEMORY)
return;
ASSERT(SUCCEEDED(result));
mRenderTarget = new RenderTarget11(mRenderer, renderTargetView, width, height);
}
else if (getBindFlags() & D3D11_BIND_DEPTH_STENCIL)
{
// TODO
UNIMPLEMENTED();
}
else
UNREACHABLE();
}
}
void TextureStorage11_2D::initializeSRV(DXGI_FORMAT format, int levels)
{
ASSERT(mSRV == NULL);
if (mTexture)
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = (levels == 0 ? -1 : levels);
ID3D11Device *device = mRenderer->getDevice();
HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
if (result == E_OUTOFMEMORY)
{
return error(GL_OUT_OF_MEMORY);
}
ASSERT(SUCCEEDED(result));
}
}
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))
{
mTexture = NULL;
mSRV = NULL;
for (int i = 0; i < 6; ++i)
{
mRenderTarget[i] = NULL;
}
DXGI_FORMAT format = gl_d3d11::ConvertTextureFormat(internalformat);
// 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 + mLodOffset;
desc.ArraySize = 6;
desc.Format = format;
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.");
error(GL_OUT_OF_MEMORY);
}
else
{
mTexture->GetDesc(&desc);
mMipLevels = desc.MipLevels;
}
}
initializeSRV(format, levels + mLodOffset);
initializeRenderTarget(format, size);
}
TextureStorage11_Cube::~TextureStorage11_Cube()
{
if (mTexture)
mTexture->Release();
}
TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage)
{
ASSERT(dynamic_cast<TextureStorage11_Cube*>(storage) != NULL);
return static_cast<TextureStorage11_Cube*>(storage);
}
RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget) const
{
return mRenderTarget[gl::TextureCubeMap::faceIndex(faceTarget)];
}
ID3D11Texture2D *TextureStorage11_Cube::getBaseTexture() const
{
return mTexture;
}
ID3D11ShaderResourceView *TextureStorage11_Cube::getSRV() const
{
return mSRV;
}
void TextureStorage11_Cube::generateMipmap(int face, int level)
{
// TODO
UNIMPLEMENTED();
}
void TextureStorage11_Cube::initializeRenderTarget(DXGI_FORMAT format, int size)
{
if (mTexture != NULL && isRenderTarget())
{
if (getBindFlags() & D3D11_BIND_RENDER_TARGET)
{
// Create render target view -- texture should already be created with
// BIND_RENDER_TARGET flag.
for (int i = 0; i < 6; ++i)
{
ASSERT(mRenderTarget[i] == NULL);
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = format;
rtvDesc.Texture2DArray.MipSlice = 0;
rtvDesc.Texture2DArray.FirstArraySlice = i;
rtvDesc.Texture2DArray.ArraySize = 1;
ID3D11RenderTargetView *renderTargetView;
ID3D11Device *device = mRenderer->getDevice();
HRESULT result = device->CreateRenderTargetView(mTexture, &rtvDesc, &renderTargetView);
if (result == E_OUTOFMEMORY)
return;
ASSERT(SUCCEEDED(result));
mRenderTarget[i] = new RenderTarget11(mRenderer, renderTargetView, size, size);
}
}
else if (getBindFlags() & D3D11_BIND_DEPTH_STENCIL)
{
// TODO
UNIMPLEMENTED();
}
else
UNREACHABLE();
}
}
void TextureStorage11_Cube::initializeSRV(DXGI_FORMAT format, int levels)
{
ASSERT(mSRV == NULL);
if (mTexture)
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
srvDesc.TextureCube.MipLevels = (levels == 0 ? -1 : levels);
srvDesc.TextureCube.MostDetailedMip = 0;
ID3D11Device *device = mRenderer->getDevice();
HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
if (result == E_OUTOFMEMORY)
{
return error(GL_OUT_OF_MEMORY);
}
ASSERT(SUCCEEDED(result));
}
}
}