1 // 2 // Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved. 3 // Use of this source code is governed by a BSD-style license that can be 4 // found in the LICENSE file. 5 // 6 7 // TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived 8 // classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture. 9 10 #include "libGLESv2/renderer/d3d/d3d11/TextureStorage11.h" 11 #include "libGLESv2/renderer/d3d/d3d11/Renderer11.h" 12 #include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h" 13 #include "libGLESv2/renderer/d3d/d3d11/SwapChain11.h" 14 #include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h" 15 #include "libGLESv2/renderer/d3d/d3d11/Blit11.h" 16 #include "libGLESv2/renderer/d3d/d3d11/formatutils11.h" 17 #include "libGLESv2/renderer/d3d/d3d11/Image11.h" 18 #include "libGLESv2/renderer/d3d/TextureD3D.h" 19 #include "libGLESv2/main.h" 20 #include "libGLESv2/ImageIndex.h" 21 22 #include "common/utilities.h" 23 24 namespace rx 25 { 26 27 TextureStorage11::SwizzleCacheValue::SwizzleCacheValue() 28 : swizzleRed(GL_NONE), swizzleGreen(GL_NONE), swizzleBlue(GL_NONE), swizzleAlpha(GL_NONE) 29 { 30 } 31 32 TextureStorage11::SwizzleCacheValue::SwizzleCacheValue(GLenum red, GLenum green, GLenum blue, GLenum alpha) 33 : swizzleRed(red), swizzleGreen(green), swizzleBlue(blue), swizzleAlpha(alpha) 34 { 35 } 36 37 bool TextureStorage11::SwizzleCacheValue::operator==(const SwizzleCacheValue &other) const 38 { 39 return swizzleRed == other.swizzleRed && 40 swizzleGreen == other.swizzleGreen && 41 swizzleBlue == other.swizzleBlue && 42 swizzleAlpha == other.swizzleAlpha; 43 } 44 45 bool TextureStorage11::SwizzleCacheValue::operator!=(const SwizzleCacheValue &other) const 46 { 47 return !(*this == other); 48 } 49 50 TextureStorage11::SRVKey::SRVKey(int baseLevel, int mipLevels, bool swizzle) 51 : baseLevel(baseLevel), mipLevels(mipLevels), swizzle(swizzle) 52 { 53 } 54 55 bool TextureStorage11::SRVKey::operator==(const SRVKey &rhs) const 56 { 57 return baseLevel == rhs.baseLevel && 58 mipLevels == rhs.mipLevels && 59 swizzle == rhs.swizzle; 60 } 61 62 TextureStorage11::SRVCache::~SRVCache() 63 { 64 for (size_t i = 0; i < cache.size(); i++) 65 { 66 SafeRelease(cache[i].srv); 67 } 68 } 69 70 ID3D11ShaderResourceView *TextureStorage11::SRVCache::find(const SRVKey &key) const 71 { 72 for (size_t i = 0; i < cache.size(); i++) 73 { 74 if (cache[i].key == key) 75 { 76 return cache[i].srv; 77 } 78 } 79 80 return NULL; 81 } 82 83 ID3D11ShaderResourceView *TextureStorage11::SRVCache::add(const SRVKey &key, ID3D11ShaderResourceView *srv) 84 { 85 SRVPair pair = {key, srv}; 86 cache.push_back(pair); 87 88 return srv; 89 } 90 91 TextureStorage11::TextureStorage11(Renderer *renderer, UINT bindFlags) 92 : mBindFlags(bindFlags), 93 mTopLevel(0), 94 mMipLevels(0), 95 mTextureFormat(DXGI_FORMAT_UNKNOWN), 96 mShaderResourceFormat(DXGI_FORMAT_UNKNOWN), 97 mRenderTargetFormat(DXGI_FORMAT_UNKNOWN), 98 mDepthStencilFormat(DXGI_FORMAT_UNKNOWN), 99 mTextureWidth(0), 100 mTextureHeight(0), 101 mTextureDepth(0) 102 { 103 mRenderer = Renderer11::makeRenderer11(renderer); 104 105 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) 106 { 107 mLevelSRVs[i] = NULL; 108 } 109 } 110 111 TextureStorage11::~TextureStorage11() 112 { 113 for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) 114 { 115 SafeRelease(mLevelSRVs[level]); 116 } 117 } 118 119 TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage) 120 { 121 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11*, storage)); 122 return static_cast<TextureStorage11*>(storage); 123 } 124 125 DWORD TextureStorage11::GetTextureBindFlags(GLenum internalFormat, bool renderTarget) 126 { 127 UINT bindFlags = 0; 128 129 const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalFormat); 130 if (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN) 131 { 132 bindFlags |= D3D11_BIND_SHADER_RESOURCE; 133 } 134 if (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN) 135 { 136 bindFlags |= D3D11_BIND_DEPTH_STENCIL; 137 } 138 if (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN && renderTarget) 139 { 140 bindFlags |= D3D11_BIND_RENDER_TARGET; 141 } 142 143 return bindFlags; 144 } 145 146 UINT TextureStorage11::getBindFlags() const 147 { 148 return mBindFlags; 149 } 150 151 int TextureStorage11::getTopLevel() const 152 { 153 return mTopLevel; 154 } 155 156 bool TextureStorage11::isRenderTarget() const 157 { 158 return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0; 159 } 160 161 bool TextureStorage11::isManaged() const 162 { 163 return false; 164 } 165 166 int TextureStorage11::getLevelCount() const 167 { 168 return mMipLevels - mTopLevel; 169 } 170 171 int TextureStorage11::getLevelWidth(int mipLevel) const 172 { 173 return std::max(static_cast<int>(mTextureWidth) >> mipLevel, 1); 174 } 175 176 int TextureStorage11::getLevelHeight(int mipLevel) const 177 { 178 return std::max(static_cast<int>(mTextureHeight) >> mipLevel, 1); 179 } 180 181 int TextureStorage11::getLevelDepth(int mipLevel) const 182 { 183 return std::max(static_cast<int>(mTextureDepth) >> mipLevel, 1); 184 } 185 186 UINT TextureStorage11::getSubresourceIndex(int mipLevel, int layerTarget) const 187 { 188 UINT index = 0; 189 if (getResource()) 190 { 191 index = D3D11CalcSubresource(mipLevel, layerTarget, mMipLevels); 192 } 193 return index; 194 } 195 196 ID3D11ShaderResourceView *TextureStorage11::getSRV(const gl::SamplerState &samplerState) 197 { 198 bool swizzleRequired = samplerState.swizzleRequired(); 199 bool mipmapping = gl::IsMipmapFiltered(samplerState); 200 unsigned int mipLevels = mipmapping ? (samplerState.maxLevel - samplerState.baseLevel) : 1; 201 202 // Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level, which corresponds to GL level 0) 203 mipLevels = std::min(mipLevels, mMipLevels - mTopLevel - samplerState.baseLevel); 204 205 if (swizzleRequired) 206 { 207 verifySwizzleExists(samplerState.swizzleRed, samplerState.swizzleGreen, samplerState.swizzleBlue, samplerState.swizzleAlpha); 208 } 209 210 SRVKey key(samplerState.baseLevel, mipLevels, swizzleRequired); 211 ID3D11ShaderResourceView *srv = srvCache.find(key); 212 213 if(srv) 214 { 215 return srv; 216 } 217 218 DXGI_FORMAT format = (swizzleRequired ? mSwizzleShaderResourceFormat : mShaderResourceFormat); 219 ID3D11Resource *texture = swizzleRequired ? getSwizzleTexture() : getResource(); 220 221 srv = createSRV(samplerState.baseLevel, mipLevels, format, texture); 222 223 return srvCache.add(key, srv); 224 } 225 226 ID3D11ShaderResourceView *TextureStorage11::getSRVLevel(int mipLevel) 227 { 228 if (mipLevel >= 0 && mipLevel < getLevelCount()) 229 { 230 if (!mLevelSRVs[mipLevel]) 231 { 232 mLevelSRVs[mipLevel] = createSRV(mipLevel, 1, mShaderResourceFormat, getResource()); 233 } 234 235 return mLevelSRVs[mipLevel]; 236 } 237 else 238 { 239 return NULL; 240 } 241 } 242 243 void TextureStorage11::generateSwizzles(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha) 244 { 245 SwizzleCacheValue swizzleTarget(swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha); 246 for (int level = 0; level < getLevelCount(); level++) 247 { 248 // Check if the swizzle for this level is out of date 249 if (mSwizzleCache[level] != swizzleTarget) 250 { 251 // Need to re-render the swizzle for this level 252 ID3D11ShaderResourceView *sourceSRV = getSRVLevel(level); 253 ID3D11RenderTargetView *destRTV = getSwizzleRenderTarget(level); 254 255 gl::Extents size(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level)); 256 257 Blit11 *blitter = mRenderer->getBlitter(); 258 259 if (blitter->swizzleTexture(sourceSRV, destRTV, size, swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha)) 260 { 261 mSwizzleCache[level] = swizzleTarget; 262 } 263 else 264 { 265 ERR("Failed to swizzle texture."); 266 } 267 } 268 } 269 } 270 271 void TextureStorage11::invalidateSwizzleCacheLevel(int mipLevel) 272 { 273 if (mipLevel >= 0 && static_cast<unsigned int>(mipLevel) < ArraySize(mSwizzleCache)) 274 { 275 // The default constructor of SwizzleCacheValue has GL_NONE for all channels which is not a 276 // valid swizzle combination 277 mSwizzleCache[mipLevel] = SwizzleCacheValue(); 278 } 279 } 280 281 void TextureStorage11::invalidateSwizzleCache() 282 { 283 for (unsigned int mipLevel = 0; mipLevel < ArraySize(mSwizzleCache); mipLevel++) 284 { 285 invalidateSwizzleCacheLevel(mipLevel); 286 } 287 } 288 289 bool TextureStorage11::updateSubresourceLevel(ID3D11Resource *srcTexture, unsigned int sourceSubresource, 290 int level, int layerTarget, GLint xoffset, GLint yoffset, GLint zoffset, 291 GLsizei width, GLsizei height, GLsizei depth) 292 { 293 if (srcTexture) 294 { 295 invalidateSwizzleCacheLevel(level); 296 297 gl::Extents texSize(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level)); 298 gl::Box copyArea(xoffset, yoffset, zoffset, width, height, depth); 299 300 bool fullCopy = copyArea.x == 0 && 301 copyArea.y == 0 && 302 copyArea.z == 0 && 303 copyArea.width == texSize.width && 304 copyArea.height == texSize.height && 305 copyArea.depth == texSize.depth; 306 307 ID3D11Resource *dstTexture = getResource(); 308 unsigned int dstSubresource = getSubresourceIndex(level + mTopLevel, layerTarget); 309 310 ASSERT(dstTexture); 311 312 const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat); 313 if (!fullCopy && (dxgiFormatInfo.depthBits > 0 || dxgiFormatInfo.stencilBits > 0)) 314 { 315 // CopySubresourceRegion cannot copy partial depth stencils, use the blitter instead 316 Blit11 *blitter = mRenderer->getBlitter(); 317 318 return blitter->copyDepthStencil(srcTexture, sourceSubresource, copyArea, texSize, 319 dstTexture, dstSubresource, copyArea, texSize, 320 NULL); 321 } 322 else 323 { 324 const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat); 325 326 D3D11_BOX srcBox; 327 srcBox.left = copyArea.x; 328 srcBox.top = copyArea.y; 329 srcBox.right = copyArea.x + roundUp((unsigned int)width, dxgiFormatInfo.blockWidth); 330 srcBox.bottom = copyArea.y + roundUp((unsigned int)height, dxgiFormatInfo.blockHeight); 331 srcBox.front = copyArea.z; 332 srcBox.back = copyArea.z + copyArea.depth; 333 334 ID3D11DeviceContext *context = mRenderer->getDeviceContext(); 335 336 context->CopySubresourceRegion(dstTexture, dstSubresource, copyArea.x, copyArea.y, copyArea.z, 337 srcTexture, sourceSubresource, fullCopy ? NULL : &srcBox); 338 return true; 339 } 340 } 341 342 return false; 343 } 344 345 bool TextureStorage11::copySubresourceLevel(ID3D11Resource* dstTexture, unsigned int dstSubresource, 346 int level, int layerTarget, GLint xoffset, GLint yoffset, GLint zoffset, 347 GLsizei width, GLsizei height, GLsizei depth) 348 { 349 if (dstTexture) 350 { 351 ID3D11Resource *srcTexture = getResource(); 352 unsigned int srcSubresource = getSubresourceIndex(level + mTopLevel, layerTarget); 353 354 ASSERT(srcTexture); 355 356 ID3D11DeviceContext *context = mRenderer->getDeviceContext(); 357 358 context->CopySubresourceRegion(dstTexture, dstSubresource, xoffset, yoffset, zoffset, 359 srcTexture, srcSubresource, NULL); 360 return true; 361 } 362 363 return false; 364 } 365 366 void TextureStorage11::generateMipmapLayer(RenderTarget11 *source, RenderTarget11 *dest) 367 { 368 if (source && dest) 369 { 370 ID3D11ShaderResourceView *sourceSRV = source->getShaderResourceView(); 371 ID3D11RenderTargetView *destRTV = dest->getRenderTargetView(); 372 373 if (sourceSRV && destRTV) 374 { 375 gl::Box sourceArea(0, 0, 0, source->getWidth(), source->getHeight(), source->getDepth()); 376 gl::Extents sourceSize(source->getWidth(), source->getHeight(), source->getDepth()); 377 378 gl::Box destArea(0, 0, 0, dest->getWidth(), dest->getHeight(), dest->getDepth()); 379 gl::Extents destSize(dest->getWidth(), dest->getHeight(), dest->getDepth()); 380 381 Blit11 *blitter = mRenderer->getBlitter(); 382 383 blitter->copyTexture(sourceSRV, sourceArea, sourceSize, destRTV, destArea, destSize, NULL, 384 gl::GetInternalFormatInfo(source->getInternalFormat()).format, GL_LINEAR); 385 } 386 } 387 } 388 389 void TextureStorage11::verifySwizzleExists(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha) 390 { 391 SwizzleCacheValue swizzleTarget(swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha); 392 for (unsigned int level = 0; level < mMipLevels; level++) 393 { 394 ASSERT(mSwizzleCache[level] == swizzleTarget); 395 } 396 } 397 398 TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain) 399 : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE), 400 mTexture(swapchain->getOffscreenTexture()), 401 mSwizzleTexture(NULL) 402 { 403 mTexture->AddRef(); 404 405 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) 406 { 407 mAssociatedImages[i] = NULL; 408 mRenderTarget[i] = NULL; 409 mSwizzleRenderTargets[i] = NULL; 410 } 411 412 D3D11_TEXTURE2D_DESC texDesc; 413 mTexture->GetDesc(&texDesc); 414 mMipLevels = texDesc.MipLevels; 415 mTextureFormat = texDesc.Format; 416 mTextureWidth = texDesc.Width; 417 mTextureHeight = texDesc.Height; 418 mTextureDepth = 1; 419 420 ID3D11ShaderResourceView *srv = swapchain->getRenderTargetShaderResource(); 421 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; 422 srv->GetDesc(&srvDesc); 423 mShaderResourceFormat = srvDesc.Format; 424 425 ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget(); 426 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; 427 offscreenRTV->GetDesc(&rtvDesc); 428 mRenderTargetFormat = rtvDesc.Format; 429 430 const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat); 431 const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(dxgiFormatInfo.internalFormat); 432 mSwizzleTextureFormat = formatInfo.swizzleTexFormat; 433 mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat; 434 mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat; 435 436 mDepthStencilFormat = DXGI_FORMAT_UNKNOWN; 437 438 initializeSerials(1, 1); 439 } 440 441 TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels) 442 : TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderTarget)), 443 mTexture(NULL), 444 mSwizzleTexture(NULL) 445 { 446 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) 447 { 448 mAssociatedImages[i] = NULL; 449 mRenderTarget[i] = NULL; 450 mSwizzleRenderTargets[i] = NULL; 451 } 452 453 const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat); 454 mTextureFormat = formatInfo.texFormat; 455 mShaderResourceFormat = formatInfo.srvFormat; 456 mDepthStencilFormat = formatInfo.dsvFormat; 457 mRenderTargetFormat = formatInfo.rtvFormat; 458 mSwizzleTextureFormat = formatInfo.swizzleTexFormat; 459 mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat; 460 mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat; 461 462 // if the width or height is not positive this should be treated as an incomplete texture 463 // we handle that here by skipping the d3d texture creation 464 if (width > 0 && height > 0) 465 { 466 // adjust size if needed for compressed textures 467 d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel); 468 469 ID3D11Device *device = mRenderer->getDevice(); 470 471 D3D11_TEXTURE2D_DESC desc; 472 desc.Width = width; // Compressed texture size constraints? 473 desc.Height = height; 474 desc.MipLevels = ((levels > 0) ? (mTopLevel + levels) : 0); 475 desc.ArraySize = 1; 476 desc.Format = mTextureFormat; 477 desc.SampleDesc.Count = 1; 478 desc.SampleDesc.Quality = 0; 479 desc.Usage = D3D11_USAGE_DEFAULT; 480 desc.BindFlags = getBindFlags(); 481 desc.CPUAccessFlags = 0; 482 desc.MiscFlags = 0; 483 484 HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture); 485 486 // this can happen from windows TDR 487 if (d3d11::isDeviceLostError(result)) 488 { 489 mRenderer->notifyDeviceLost(); 490 gl::error(GL_OUT_OF_MEMORY); 491 } 492 else if (FAILED(result)) 493 { 494 ASSERT(result == E_OUTOFMEMORY); 495 ERR("Creating image failed."); 496 gl::error(GL_OUT_OF_MEMORY); 497 } 498 else 499 { 500 mTexture->GetDesc(&desc); 501 mMipLevels = desc.MipLevels; 502 mTextureWidth = desc.Width; 503 mTextureHeight = desc.Height; 504 mTextureDepth = 1; 505 } 506 } 507 508 initializeSerials(getLevelCount(), 1); 509 } 510 511 TextureStorage11_2D::~TextureStorage11_2D() 512 { 513 for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) 514 { 515 if (mAssociatedImages[i] != NULL) 516 { 517 bool imageAssociationCorrect = mAssociatedImages[i]->isAssociatedStorageValid(this); 518 ASSERT(imageAssociationCorrect); 519 520 if (imageAssociationCorrect) 521 { 522 // We must let the Images recover their data before we delete it from the TextureStorage. 523 mAssociatedImages[i]->recoverFromAssociatedStorage(); 524 } 525 } 526 } 527 528 SafeRelease(mTexture); 529 SafeRelease(mSwizzleTexture); 530 531 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) 532 { 533 SafeDelete(mRenderTarget[i]); 534 SafeRelease(mSwizzleRenderTargets[i]); 535 } 536 } 537 538 TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage) 539 { 540 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2D*, storage)); 541 return static_cast<TextureStorage11_2D*>(storage); 542 } 543 544 void TextureStorage11_2D::associateImage(Image11* image, int level, int layerTarget) 545 { 546 ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); 547 548 if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 549 { 550 mAssociatedImages[level] = image; 551 } 552 } 553 554 bool TextureStorage11_2D::isAssociatedImageValid(int level, int layerTarget, Image11* expectedImage) 555 { 556 if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 557 { 558 // This validation check should never return false. It means the Image/TextureStorage association is broken. 559 bool retValue = (mAssociatedImages[level] == expectedImage); 560 ASSERT(retValue); 561 return retValue; 562 } 563 564 return false; 565 } 566 567 // disassociateImage allows an Image to end its association with a Storage. 568 void TextureStorage11_2D::disassociateImage(int level, int layerTarget, Image11* expectedImage) 569 { 570 ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); 571 572 if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 573 { 574 ASSERT(mAssociatedImages[level] == expectedImage); 575 576 if (mAssociatedImages[level] == expectedImage) 577 { 578 mAssociatedImages[level] = NULL; 579 } 580 } 581 } 582 583 // releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association. 584 void TextureStorage11_2D::releaseAssociatedImage(int level, int layerTarget, Image11* incomingImage) 585 { 586 ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); 587 588 if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 589 { 590 // No need to let the old Image recover its data, if it is also the incoming Image. 591 if (mAssociatedImages[level] != NULL && mAssociatedImages[level] != incomingImage) 592 { 593 // Ensure that the Image is still associated with this TextureStorage. This should be true. 594 bool imageAssociationCorrect = mAssociatedImages[level]->isAssociatedStorageValid(this); 595 ASSERT(imageAssociationCorrect); 596 597 if (imageAssociationCorrect) 598 { 599 // Force the image to recover from storage before its data is overwritten. 600 // This will reset mAssociatedImages[level] to NULL too. 601 mAssociatedImages[level]->recoverFromAssociatedStorage(); 602 } 603 } 604 } 605 } 606 607 ID3D11Resource *TextureStorage11_2D::getResource() const 608 { 609 return mTexture; 610 } 611 612 RenderTarget *TextureStorage11_2D::getRenderTarget(const gl::ImageIndex &index) 613 { 614 ASSERT(!index.hasLayer()); 615 616 int level = index.mipIndex; 617 618 if (level >= 0 && level < getLevelCount()) 619 { 620 if (!mRenderTarget[level]) 621 { 622 ID3D11ShaderResourceView *srv = getSRVLevel(level); 623 if (!srv) 624 { 625 return NULL; 626 } 627 628 if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN) 629 { 630 ID3D11Device *device = mRenderer->getDevice(); 631 632 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; 633 rtvDesc.Format = mRenderTargetFormat; 634 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; 635 rtvDesc.Texture2D.MipSlice = mTopLevel + level; 636 637 ID3D11RenderTargetView *rtv; 638 HRESULT result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv); 639 640 if (result == E_OUTOFMEMORY) 641 { 642 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); 643 } 644 ASSERT(SUCCEEDED(result)); 645 646 mRenderTarget[level] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(level), getLevelHeight(level), 1); 647 648 // RenderTarget will take ownership of these resources 649 SafeRelease(rtv); 650 } 651 else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN) 652 { 653 ID3D11Device *device = mRenderer->getDevice(); 654 655 D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; 656 dsvDesc.Format = mDepthStencilFormat; 657 dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; 658 dsvDesc.Texture2D.MipSlice = mTopLevel + level; 659 dsvDesc.Flags = 0; 660 661 ID3D11DepthStencilView *dsv; 662 HRESULT result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv); 663 664 if (result == E_OUTOFMEMORY) 665 { 666 SafeRelease(srv); 667 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); 668 } 669 ASSERT(SUCCEEDED(result)); 670 671 mRenderTarget[level] = new RenderTarget11(mRenderer, dsv, mTexture, srv, getLevelWidth(level), getLevelHeight(level), 1); 672 673 // RenderTarget will take ownership of these resources 674 SafeRelease(dsv); 675 } 676 else 677 { 678 UNREACHABLE(); 679 } 680 } 681 682 return mRenderTarget[level]; 683 } 684 else 685 { 686 return NULL; 687 } 688 } 689 690 ID3D11ShaderResourceView *TextureStorage11_2D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture) 691 { 692 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; 693 srvDesc.Format = format; 694 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; 695 srvDesc.Texture2D.MostDetailedMip = mTopLevel + baseLevel; 696 srvDesc.Texture2D.MipLevels = mipLevels; 697 698 ID3D11ShaderResourceView *SRV = NULL; 699 700 ID3D11Device *device = mRenderer->getDevice(); 701 HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, &SRV); 702 703 if (result == E_OUTOFMEMORY) 704 { 705 gl::error(GL_OUT_OF_MEMORY); 706 } 707 ASSERT(SUCCEEDED(result)); 708 709 return SRV; 710 } 711 712 void TextureStorage11_2D::generateMipmaps() 713 { 714 // Base level must already be defined 715 716 for (int level = 1; level < getLevelCount(); level++) 717 { 718 invalidateSwizzleCacheLevel(level); 719 720 gl::ImageIndex srcIndex = gl::ImageIndex::Make2D(level - 1); 721 gl::ImageIndex destIndex = gl::ImageIndex::Make2D(level); 722 723 RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(srcIndex)); 724 RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(destIndex)); 725 726 generateMipmapLayer(source, dest); 727 } 728 } 729 730 ID3D11Resource *TextureStorage11_2D::getSwizzleTexture() 731 { 732 if (!mSwizzleTexture) 733 { 734 ID3D11Device *device = mRenderer->getDevice(); 735 736 D3D11_TEXTURE2D_DESC desc; 737 desc.Width = mTextureWidth; 738 desc.Height = mTextureHeight; 739 desc.MipLevels = mMipLevels; 740 desc.ArraySize = 1; 741 desc.Format = mSwizzleTextureFormat; 742 desc.SampleDesc.Count = 1; 743 desc.SampleDesc.Quality = 0; 744 desc.Usage = D3D11_USAGE_DEFAULT; 745 desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; 746 desc.CPUAccessFlags = 0; 747 desc.MiscFlags = 0; 748 749 HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture); 750 751 if (result == E_OUTOFMEMORY) 752 { 753 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11Texture2D*>(NULL)); 754 } 755 ASSERT(SUCCEEDED(result)); 756 } 757 758 return mSwizzleTexture; 759 } 760 761 ID3D11RenderTargetView *TextureStorage11_2D::getSwizzleRenderTarget(int mipLevel) 762 { 763 if (mipLevel >= 0 && mipLevel < getLevelCount()) 764 { 765 if (!mSwizzleRenderTargets[mipLevel]) 766 { 767 ID3D11Resource *swizzleTexture = getSwizzleTexture(); 768 if (!swizzleTexture) 769 { 770 return NULL; 771 } 772 773 ID3D11Device *device = mRenderer->getDevice(); 774 775 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; 776 rtvDesc.Format = mSwizzleRenderTargetFormat; 777 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; 778 rtvDesc.Texture2D.MipSlice = mTopLevel + mipLevel; 779 780 HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]); 781 if (result == E_OUTOFMEMORY) 782 { 783 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11RenderTargetView*>(NULL)); 784 } 785 ASSERT(SUCCEEDED(result)); 786 } 787 788 return mSwizzleRenderTargets[mipLevel]; 789 } 790 else 791 { 792 return NULL; 793 } 794 } 795 796 TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, GLenum internalformat, bool renderTarget, int size, int levels) 797 : TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderTarget)) 798 { 799 mTexture = NULL; 800 mSwizzleTexture = NULL; 801 802 for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) 803 { 804 mSwizzleRenderTargets[level] = NULL; 805 for (unsigned int face = 0; face < 6; face++) 806 { 807 mAssociatedImages[face][level] = NULL; 808 mRenderTarget[face][level] = NULL; 809 } 810 } 811 812 const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat); 813 mTextureFormat = formatInfo.texFormat; 814 mShaderResourceFormat = formatInfo.srvFormat; 815 mDepthStencilFormat = formatInfo.dsvFormat; 816 mRenderTargetFormat = formatInfo.rtvFormat; 817 mSwizzleTextureFormat = formatInfo.swizzleTexFormat; 818 mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat; 819 mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat; 820 821 // if the size is not positive this should be treated as an incomplete texture 822 // we handle that here by skipping the d3d texture creation 823 if (size > 0) 824 { 825 // adjust size if needed for compressed textures 826 int height = size; 827 d3d11::MakeValidSize(false, mTextureFormat, &size, &height, &mTopLevel); 828 829 ID3D11Device *device = mRenderer->getDevice(); 830 831 D3D11_TEXTURE2D_DESC desc; 832 desc.Width = size; 833 desc.Height = size; 834 desc.MipLevels = ((levels > 0) ? (mTopLevel + levels) : 0); 835 desc.ArraySize = 6; 836 desc.Format = mTextureFormat; 837 desc.SampleDesc.Count = 1; 838 desc.SampleDesc.Quality = 0; 839 desc.Usage = D3D11_USAGE_DEFAULT; 840 desc.BindFlags = getBindFlags(); 841 desc.CPUAccessFlags = 0; 842 desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE; 843 844 HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture); 845 846 if (FAILED(result)) 847 { 848 ASSERT(result == E_OUTOFMEMORY); 849 ERR("Creating image failed."); 850 gl::error(GL_OUT_OF_MEMORY); 851 } 852 else 853 { 854 mTexture->GetDesc(&desc); 855 mMipLevels = desc.MipLevels; 856 mTextureWidth = desc.Width; 857 mTextureHeight = desc.Height; 858 mTextureDepth = 1; 859 } 860 } 861 862 initializeSerials(getLevelCount() * 6, 6); 863 } 864 865 866 TextureStorage11_Cube::~TextureStorage11_Cube() 867 { 868 for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) 869 { 870 for (unsigned int face = 0; face < 6; face++) 871 { 872 if (mAssociatedImages[face][level] != NULL) 873 { 874 bool imageAssociationCorrect = mAssociatedImages[face][level]->isAssociatedStorageValid(this); 875 ASSERT(imageAssociationCorrect); 876 877 if (imageAssociationCorrect) 878 { 879 // We must let the Images recover their data before we delete it from the TextureStorage. 880 mAssociatedImages[face][level]->recoverFromAssociatedStorage(); 881 } 882 } 883 } 884 } 885 886 SafeRelease(mTexture); 887 SafeRelease(mSwizzleTexture); 888 889 for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) 890 { 891 SafeRelease(mSwizzleRenderTargets[level]); 892 for (unsigned int face = 0; face < 6; face++) 893 { 894 SafeDelete(mRenderTarget[face][level]); 895 } 896 } 897 } 898 899 TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage) 900 { 901 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_Cube*, storage)); 902 return static_cast<TextureStorage11_Cube*>(storage); 903 } 904 905 void TextureStorage11_Cube::associateImage(Image11* image, int level, int layerTarget) 906 { 907 ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); 908 ASSERT(0 <= layerTarget && layerTarget < 6); 909 910 if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 911 { 912 if (0 <= layerTarget && layerTarget < 6) 913 { 914 mAssociatedImages[layerTarget][level] = image; 915 } 916 } 917 } 918 919 bool TextureStorage11_Cube::isAssociatedImageValid(int level, int layerTarget, Image11* expectedImage) 920 { 921 if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 922 { 923 if (0 <= layerTarget && layerTarget < 6) 924 { 925 // This validation check should never return false. It means the Image/TextureStorage association is broken. 926 bool retValue = (mAssociatedImages[layerTarget][level] == expectedImage); 927 ASSERT(retValue); 928 return retValue; 929 } 930 } 931 932 return false; 933 } 934 935 // disassociateImage allows an Image to end its association with a Storage. 936 void TextureStorage11_Cube::disassociateImage(int level, int layerTarget, Image11* expectedImage) 937 { 938 ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); 939 ASSERT(0 <= layerTarget && layerTarget < 6); 940 941 if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 942 { 943 if (0 <= layerTarget && layerTarget < 6) 944 { 945 ASSERT(mAssociatedImages[layerTarget][level] == expectedImage); 946 947 if (mAssociatedImages[layerTarget][level] == expectedImage) 948 { 949 mAssociatedImages[layerTarget][level] = NULL; 950 } 951 } 952 } 953 } 954 955 // releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association. 956 void TextureStorage11_Cube::releaseAssociatedImage(int level, int layerTarget, Image11* incomingImage) 957 { 958 ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); 959 ASSERT(0 <= layerTarget && layerTarget < 6); 960 961 if ((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)) 962 { 963 if (0 <= layerTarget && layerTarget < 6) 964 { 965 // No need to let the old Image recover its data, if it is also the incoming Image. 966 if (mAssociatedImages[layerTarget][level] != NULL && mAssociatedImages[layerTarget][level] != incomingImage) 967 { 968 // Ensure that the Image is still associated with this TextureStorage. This should be true. 969 bool imageAssociationCorrect = mAssociatedImages[layerTarget][level]->isAssociatedStorageValid(this); 970 ASSERT(imageAssociationCorrect); 971 972 if (imageAssociationCorrect) 973 { 974 // Force the image to recover from storage before its data is overwritten. 975 // This will reset mAssociatedImages[level] to NULL too. 976 mAssociatedImages[layerTarget][level]->recoverFromAssociatedStorage(); 977 } 978 } 979 } 980 } 981 } 982 983 ID3D11Resource *TextureStorage11_Cube::getResource() const 984 { 985 return mTexture; 986 } 987 988 RenderTarget *TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index) 989 { 990 int faceIndex = index.layerIndex; 991 int level = index.mipIndex; 992 993 if (level >= 0 && level < getLevelCount()) 994 { 995 if (!mRenderTarget[faceIndex][level]) 996 { 997 ID3D11Device *device = mRenderer->getDevice(); 998 HRESULT result; 999 1000 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; 1001 srvDesc.Format = mShaderResourceFormat; 1002 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; // Will be used with Texture2D sampler, not TextureCube 1003 srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + level; 1004 srvDesc.Texture2DArray.MipLevels = 1; 1005 srvDesc.Texture2DArray.FirstArraySlice = faceIndex; 1006 srvDesc.Texture2DArray.ArraySize = 1; 1007 1008 ID3D11ShaderResourceView *srv; 1009 result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv); 1010 1011 if (result == E_OUTOFMEMORY) 1012 { 1013 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); 1014 } 1015 ASSERT(SUCCEEDED(result)); 1016 1017 if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN) 1018 { 1019 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; 1020 rtvDesc.Format = mRenderTargetFormat; 1021 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; 1022 rtvDesc.Texture2DArray.MipSlice = mTopLevel + level; 1023 rtvDesc.Texture2DArray.FirstArraySlice = faceIndex; 1024 rtvDesc.Texture2DArray.ArraySize = 1; 1025 1026 ID3D11RenderTargetView *rtv; 1027 result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv); 1028 1029 if (result == E_OUTOFMEMORY) 1030 { 1031 SafeRelease(srv); 1032 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); 1033 } 1034 ASSERT(SUCCEEDED(result)); 1035 1036 mRenderTarget[faceIndex][level] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(level), getLevelHeight(level), 1); 1037 1038 // RenderTarget will take ownership of these resources 1039 SafeRelease(rtv); 1040 SafeRelease(srv); 1041 } 1042 else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN) 1043 { 1044 D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; 1045 dsvDesc.Format = mDepthStencilFormat; 1046 dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY; 1047 dsvDesc.Flags = 0; 1048 dsvDesc.Texture2DArray.MipSlice = mTopLevel + level; 1049 dsvDesc.Texture2DArray.FirstArraySlice = faceIndex; 1050 dsvDesc.Texture2DArray.ArraySize = 1; 1051 1052 ID3D11DepthStencilView *dsv; 1053 result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv); 1054 1055 if (result == E_OUTOFMEMORY) 1056 { 1057 SafeRelease(srv); 1058 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); 1059 } 1060 ASSERT(SUCCEEDED(result)); 1061 1062 mRenderTarget[faceIndex][level] = new RenderTarget11(mRenderer, dsv, mTexture, srv, getLevelWidth(level), getLevelHeight(level), 1); 1063 1064 // RenderTarget will take ownership of these resources 1065 SafeRelease(dsv); 1066 SafeRelease(srv); 1067 } 1068 else 1069 { 1070 UNREACHABLE(); 1071 } 1072 } 1073 1074 return mRenderTarget[faceIndex][level]; 1075 } 1076 else 1077 { 1078 return NULL; 1079 } 1080 } 1081 1082 ID3D11ShaderResourceView *TextureStorage11_Cube::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture) 1083 { 1084 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; 1085 srvDesc.Format = format; 1086 1087 // Unnormalized integer cube maps are not supported by DX11; we emulate them as an array of six 2D textures 1088 const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format); 1089 if (dxgiFormatInfo.componentType == GL_INT || dxgiFormatInfo.componentType == GL_UNSIGNED_INT) 1090 { 1091 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; 1092 srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel; 1093 srvDesc.Texture2DArray.MipLevels = 1; 1094 srvDesc.Texture2DArray.FirstArraySlice = 0; 1095 srvDesc.Texture2DArray.ArraySize = 6; 1096 } 1097 else 1098 { 1099 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; 1100 srvDesc.TextureCube.MipLevels = mipLevels; 1101 srvDesc.TextureCube.MostDetailedMip = mTopLevel + baseLevel; 1102 } 1103 1104 ID3D11ShaderResourceView *SRV = NULL; 1105 1106 ID3D11Device *device = mRenderer->getDevice(); 1107 HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, &SRV); 1108 1109 if (result == E_OUTOFMEMORY) 1110 { 1111 gl::error(GL_OUT_OF_MEMORY); 1112 } 1113 ASSERT(SUCCEEDED(result)); 1114 1115 return SRV; 1116 } 1117 1118 void TextureStorage11_Cube::generateMipmaps() 1119 { 1120 // Base level must already be defined 1121 1122 for (int faceIndex = 0; faceIndex < 6; faceIndex++) 1123 { 1124 for (int level = 1; level < getLevelCount(); level++) 1125 { 1126 invalidateSwizzleCacheLevel(level); 1127 1128 gl::ImageIndex srcIndex = gl::ImageIndex::MakeCube(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level - 1); 1129 gl::ImageIndex destIndex = gl::ImageIndex::MakeCube(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level); 1130 1131 RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(srcIndex)); 1132 RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(destIndex)); 1133 1134 generateMipmapLayer(source, dest); 1135 } 1136 } 1137 } 1138 1139 ID3D11Resource *TextureStorage11_Cube::getSwizzleTexture() 1140 { 1141 if (!mSwizzleTexture) 1142 { 1143 ID3D11Device *device = mRenderer->getDevice(); 1144 1145 D3D11_TEXTURE2D_DESC desc; 1146 desc.Width = mTextureWidth; 1147 desc.Height = mTextureHeight; 1148 desc.MipLevels = mMipLevels; 1149 desc.ArraySize = 6; 1150 desc.Format = mSwizzleTextureFormat; 1151 desc.SampleDesc.Count = 1; 1152 desc.SampleDesc.Quality = 0; 1153 desc.Usage = D3D11_USAGE_DEFAULT; 1154 desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; 1155 desc.CPUAccessFlags = 0; 1156 desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE; 1157 1158 HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture); 1159 1160 if (result == E_OUTOFMEMORY) 1161 { 1162 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11Texture2D*>(NULL)); 1163 } 1164 ASSERT(SUCCEEDED(result)); 1165 } 1166 1167 return mSwizzleTexture; 1168 } 1169 1170 ID3D11RenderTargetView *TextureStorage11_Cube::getSwizzleRenderTarget(int mipLevel) 1171 { 1172 if (mipLevel >= 0 && mipLevel < getLevelCount()) 1173 { 1174 if (!mSwizzleRenderTargets[mipLevel]) 1175 { 1176 ID3D11Resource *swizzleTexture = getSwizzleTexture(); 1177 if (!swizzleTexture) 1178 { 1179 return NULL; 1180 } 1181 1182 ID3D11Device *device = mRenderer->getDevice(); 1183 1184 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; 1185 rtvDesc.Format = mSwizzleRenderTargetFormat; 1186 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; 1187 rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel; 1188 rtvDesc.Texture2DArray.FirstArraySlice = 0; 1189 rtvDesc.Texture2DArray.ArraySize = 6; 1190 1191 HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]); 1192 1193 if (result == E_OUTOFMEMORY) 1194 { 1195 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11RenderTargetView*>(NULL)); 1196 } 1197 ASSERT(SUCCEEDED(result)); 1198 } 1199 1200 return mSwizzleRenderTargets[mipLevel]; 1201 } 1202 else 1203 { 1204 return NULL; 1205 } 1206 } 1207 1208 TextureStorage11_3D::TextureStorage11_3D(Renderer *renderer, GLenum internalformat, bool renderTarget, 1209 GLsizei width, GLsizei height, GLsizei depth, int levels) 1210 : TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderTarget)) 1211 { 1212 mTexture = NULL; 1213 mSwizzleTexture = NULL; 1214 1215 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) 1216 { 1217 mAssociatedImages[i] = NULL; 1218 mLevelRenderTargets[i] = NULL; 1219 mSwizzleRenderTargets[i] = NULL; 1220 } 1221 1222 const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat); 1223 mTextureFormat = formatInfo.texFormat; 1224 mShaderResourceFormat = formatInfo.srvFormat; 1225 mDepthStencilFormat = formatInfo.dsvFormat; 1226 mRenderTargetFormat = formatInfo.rtvFormat; 1227 mSwizzleTextureFormat = formatInfo.swizzleTexFormat; 1228 mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat; 1229 mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat; 1230 1231 // If the width, height or depth are not positive this should be treated as an incomplete texture 1232 // we handle that here by skipping the d3d texture creation 1233 if (width > 0 && height > 0 && depth > 0) 1234 { 1235 // adjust size if needed for compressed textures 1236 d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel); 1237 1238 ID3D11Device *device = mRenderer->getDevice(); 1239 1240 D3D11_TEXTURE3D_DESC desc; 1241 desc.Width = width; 1242 desc.Height = height; 1243 desc.Depth = depth; 1244 desc.MipLevels = ((levels > 0) ? (mTopLevel + levels) : 0); 1245 desc.Format = mTextureFormat; 1246 desc.Usage = D3D11_USAGE_DEFAULT; 1247 desc.BindFlags = getBindFlags(); 1248 desc.CPUAccessFlags = 0; 1249 desc.MiscFlags = 0; 1250 1251 HRESULT result = device->CreateTexture3D(&desc, NULL, &mTexture); 1252 1253 // this can happen from windows TDR 1254 if (d3d11::isDeviceLostError(result)) 1255 { 1256 mRenderer->notifyDeviceLost(); 1257 gl::error(GL_OUT_OF_MEMORY); 1258 } 1259 else if (FAILED(result)) 1260 { 1261 ASSERT(result == E_OUTOFMEMORY); 1262 ERR("Creating image failed."); 1263 gl::error(GL_OUT_OF_MEMORY); 1264 } 1265 else 1266 { 1267 mTexture->GetDesc(&desc); 1268 mMipLevels = desc.MipLevels; 1269 mTextureWidth = desc.Width; 1270 mTextureHeight = desc.Height; 1271 mTextureDepth = desc.Depth; 1272 } 1273 } 1274 1275 initializeSerials(getLevelCount() * depth, depth); 1276 } 1277 1278 TextureStorage11_3D::~TextureStorage11_3D() 1279 { 1280 for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) 1281 { 1282 if (mAssociatedImages[i] != NULL) 1283 { 1284 bool imageAssociationCorrect = mAssociatedImages[i]->isAssociatedStorageValid(this); 1285 ASSERT(imageAssociationCorrect); 1286 1287 if (imageAssociationCorrect) 1288 { 1289 // We must let the Images recover their data before we delete it from the TextureStorage. 1290 mAssociatedImages[i]->recoverFromAssociatedStorage(); 1291 } 1292 } 1293 } 1294 1295 SafeRelease(mTexture); 1296 SafeRelease(mSwizzleTexture); 1297 1298 for (RenderTargetMap::iterator i = mLevelLayerRenderTargets.begin(); i != mLevelLayerRenderTargets.end(); i++) 1299 { 1300 SafeDelete(i->second); 1301 } 1302 mLevelLayerRenderTargets.clear(); 1303 1304 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) 1305 { 1306 SafeDelete(mLevelRenderTargets[i]); 1307 SafeRelease(mSwizzleRenderTargets[i]); 1308 } 1309 } 1310 1311 TextureStorage11_3D *TextureStorage11_3D::makeTextureStorage11_3D(TextureStorage *storage) 1312 { 1313 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_3D*, storage)); 1314 return static_cast<TextureStorage11_3D*>(storage); 1315 } 1316 1317 void TextureStorage11_3D::associateImage(Image11* image, int level, int layerTarget) 1318 { 1319 ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); 1320 1321 if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 1322 { 1323 mAssociatedImages[level] = image; 1324 } 1325 } 1326 1327 bool TextureStorage11_3D::isAssociatedImageValid(int level, int layerTarget, Image11* expectedImage) 1328 { 1329 if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 1330 { 1331 // This validation check should never return false. It means the Image/TextureStorage association is broken. 1332 bool retValue = (mAssociatedImages[level] == expectedImage); 1333 ASSERT(retValue); 1334 return retValue; 1335 } 1336 1337 return false; 1338 } 1339 1340 // disassociateImage allows an Image to end its association with a Storage. 1341 void TextureStorage11_3D::disassociateImage(int level, int layerTarget, Image11* expectedImage) 1342 { 1343 ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); 1344 1345 if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 1346 { 1347 ASSERT(mAssociatedImages[level] == expectedImage); 1348 1349 if (mAssociatedImages[level] == expectedImage) 1350 { 1351 mAssociatedImages[level] = NULL; 1352 } 1353 } 1354 } 1355 1356 // releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association. 1357 void TextureStorage11_3D::releaseAssociatedImage(int level, int layerTarget, Image11* incomingImage) 1358 { 1359 ASSERT((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)); 1360 1361 if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 1362 { 1363 // No need to let the old Image recover its data, if it is also the incoming Image. 1364 if (mAssociatedImages[level] != NULL && mAssociatedImages[level] != incomingImage) 1365 { 1366 // Ensure that the Image is still associated with this TextureStorage. This should be true. 1367 bool imageAssociationCorrect = mAssociatedImages[level]->isAssociatedStorageValid(this); 1368 ASSERT(imageAssociationCorrect); 1369 1370 if (imageAssociationCorrect) 1371 { 1372 // Force the image to recover from storage before its data is overwritten. 1373 // This will reset mAssociatedImages[level] to NULL too. 1374 mAssociatedImages[level]->recoverFromAssociatedStorage(); 1375 } 1376 } 1377 } 1378 } 1379 1380 ID3D11Resource *TextureStorage11_3D::getResource() const 1381 { 1382 return mTexture; 1383 } 1384 1385 ID3D11ShaderResourceView *TextureStorage11_3D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture) 1386 { 1387 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; 1388 srvDesc.Format = format; 1389 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D; 1390 srvDesc.Texture3D.MostDetailedMip = baseLevel; 1391 srvDesc.Texture3D.MipLevels = mipLevels; 1392 1393 ID3D11ShaderResourceView *SRV = NULL; 1394 1395 ID3D11Device *device = mRenderer->getDevice(); 1396 HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, &SRV); 1397 1398 if (result == E_OUTOFMEMORY) 1399 { 1400 gl::error(GL_OUT_OF_MEMORY); 1401 } 1402 ASSERT(SUCCEEDED(result)); 1403 1404 return SRV; 1405 } 1406 1407 RenderTarget *TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index) 1408 { 1409 int mipLevel = index.mipIndex; 1410 1411 if (mipLevel >= 0 && mipLevel < getLevelCount()) 1412 { 1413 ASSERT(mRenderTargetFormat != DXGI_FORMAT_UNKNOWN); 1414 1415 if (!index.hasLayer()) 1416 { 1417 if (!mLevelRenderTargets[mipLevel]) 1418 { 1419 ID3D11ShaderResourceView *srv = getSRVLevel(mipLevel); 1420 if (!srv) 1421 { 1422 return NULL; 1423 } 1424 1425 ID3D11Device *device = mRenderer->getDevice(); 1426 1427 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; 1428 rtvDesc.Format = mRenderTargetFormat; 1429 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D; 1430 rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel; 1431 rtvDesc.Texture3D.FirstWSlice = 0; 1432 rtvDesc.Texture3D.WSize = -1; 1433 1434 ID3D11RenderTargetView *rtv; 1435 HRESULT result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv); 1436 1437 if (result == E_OUTOFMEMORY) 1438 { 1439 SafeRelease(srv); 1440 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); 1441 } 1442 ASSERT(SUCCEEDED(result)); 1443 1444 mLevelRenderTargets[mipLevel] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(mipLevel), getLevelHeight(mipLevel), getLevelDepth(mipLevel)); 1445 1446 // RenderTarget will take ownership of these resources 1447 SafeRelease(rtv); 1448 } 1449 1450 return mLevelRenderTargets[mipLevel]; 1451 } 1452 else 1453 { 1454 int layer = index.layerIndex; 1455 1456 LevelLayerKey key(mipLevel, layer); 1457 if (mLevelLayerRenderTargets.find(key) == mLevelLayerRenderTargets.end()) 1458 { 1459 ID3D11Device *device = mRenderer->getDevice(); 1460 HRESULT result; 1461 1462 // TODO, what kind of SRV is expected here? 1463 ID3D11ShaderResourceView *srv = NULL; 1464 1465 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; 1466 rtvDesc.Format = mRenderTargetFormat; 1467 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D; 1468 rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel; 1469 rtvDesc.Texture3D.FirstWSlice = layer; 1470 rtvDesc.Texture3D.WSize = 1; 1471 1472 ID3D11RenderTargetView *rtv; 1473 result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv); 1474 1475 if (result == E_OUTOFMEMORY) 1476 { 1477 SafeRelease(srv); 1478 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); 1479 } 1480 ASSERT(SUCCEEDED(result)); 1481 1482 mLevelLayerRenderTargets[key] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1); 1483 1484 // RenderTarget will take ownership of these resources 1485 SafeRelease(rtv); 1486 SafeRelease(srv); 1487 } 1488 1489 return mLevelLayerRenderTargets[key]; 1490 } 1491 } 1492 1493 return NULL; 1494 } 1495 1496 void TextureStorage11_3D::generateMipmaps() 1497 { 1498 // Base level must already be defined 1499 1500 for (int level = 1; level < getLevelCount(); level++) 1501 { 1502 invalidateSwizzleCacheLevel(level); 1503 1504 gl::ImageIndex srcIndex = gl::ImageIndex::Make3D(level - 1); 1505 gl::ImageIndex destIndex = gl::ImageIndex::Make3D(level); 1506 1507 RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(srcIndex)); 1508 RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(destIndex)); 1509 1510 generateMipmapLayer(source, dest); 1511 } 1512 } 1513 1514 ID3D11Resource *TextureStorage11_3D::getSwizzleTexture() 1515 { 1516 if (!mSwizzleTexture) 1517 { 1518 ID3D11Device *device = mRenderer->getDevice(); 1519 1520 D3D11_TEXTURE3D_DESC desc; 1521 desc.Width = mTextureWidth; 1522 desc.Height = mTextureHeight; 1523 desc.Depth = mTextureDepth; 1524 desc.MipLevels = mMipLevels; 1525 desc.Format = mSwizzleTextureFormat; 1526 desc.Usage = D3D11_USAGE_DEFAULT; 1527 desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; 1528 desc.CPUAccessFlags = 0; 1529 desc.MiscFlags = 0; 1530 1531 HRESULT result = device->CreateTexture3D(&desc, NULL, &mSwizzleTexture); 1532 1533 if (result == E_OUTOFMEMORY) 1534 { 1535 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11Texture3D*>(NULL)); 1536 } 1537 ASSERT(SUCCEEDED(result)); 1538 } 1539 1540 return mSwizzleTexture; 1541 } 1542 1543 ID3D11RenderTargetView *TextureStorage11_3D::getSwizzleRenderTarget(int mipLevel) 1544 { 1545 if (mipLevel >= 0 && mipLevel < getLevelCount()) 1546 { 1547 if (!mSwizzleRenderTargets[mipLevel]) 1548 { 1549 ID3D11Resource *swizzleTexture = getSwizzleTexture(); 1550 if (!swizzleTexture) 1551 { 1552 return NULL; 1553 } 1554 1555 ID3D11Device *device = mRenderer->getDevice(); 1556 1557 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; 1558 rtvDesc.Format = mSwizzleRenderTargetFormat; 1559 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D; 1560 rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel; 1561 rtvDesc.Texture3D.FirstWSlice = 0; 1562 rtvDesc.Texture3D.WSize = -1; 1563 1564 HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]); 1565 1566 if (result == E_OUTOFMEMORY) 1567 { 1568 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11RenderTargetView*>(NULL)); 1569 } 1570 ASSERT(SUCCEEDED(result)); 1571 } 1572 1573 return mSwizzleRenderTargets[mipLevel]; 1574 } 1575 else 1576 { 1577 return NULL; 1578 } 1579 } 1580 1581 TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer *renderer, GLenum internalformat, bool renderTarget, 1582 GLsizei width, GLsizei height, GLsizei depth, int levels) 1583 : TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderTarget)) 1584 { 1585 mTexture = NULL; 1586 mSwizzleTexture = NULL; 1587 1588 for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) 1589 { 1590 mSwizzleRenderTargets[level] = NULL; 1591 } 1592 1593 const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat); 1594 mTextureFormat = formatInfo.texFormat; 1595 mShaderResourceFormat = formatInfo.srvFormat; 1596 mDepthStencilFormat = formatInfo.dsvFormat; 1597 mRenderTargetFormat = formatInfo.rtvFormat; 1598 mSwizzleTextureFormat = formatInfo.swizzleTexFormat; 1599 mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat; 1600 mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat; 1601 1602 // if the width, height or depth is not positive this should be treated as an incomplete texture 1603 // we handle that here by skipping the d3d texture creation 1604 if (width > 0 && height > 0 && depth > 0) 1605 { 1606 // adjust size if needed for compressed textures 1607 d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel); 1608 1609 ID3D11Device *device = mRenderer->getDevice(); 1610 1611 D3D11_TEXTURE2D_DESC desc; 1612 desc.Width = width; 1613 desc.Height = height; 1614 desc.MipLevels = ((levels > 0) ? (mTopLevel + levels) : 0); 1615 desc.ArraySize = depth; 1616 desc.Format = mTextureFormat; 1617 desc.SampleDesc.Count = 1; 1618 desc.SampleDesc.Quality = 0; 1619 desc.Usage = D3D11_USAGE_DEFAULT; 1620 desc.BindFlags = getBindFlags(); 1621 desc.CPUAccessFlags = 0; 1622 desc.MiscFlags = 0; 1623 1624 HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture); 1625 1626 // this can happen from windows TDR 1627 if (d3d11::isDeviceLostError(result)) 1628 { 1629 mRenderer->notifyDeviceLost(); 1630 gl::error(GL_OUT_OF_MEMORY); 1631 } 1632 else if (FAILED(result)) 1633 { 1634 ASSERT(result == E_OUTOFMEMORY); 1635 ERR("Creating image failed."); 1636 gl::error(GL_OUT_OF_MEMORY); 1637 } 1638 else 1639 { 1640 mTexture->GetDesc(&desc); 1641 mMipLevels = desc.MipLevels; 1642 mTextureWidth = desc.Width; 1643 mTextureHeight = desc.Height; 1644 mTextureDepth = desc.ArraySize; 1645 } 1646 } 1647 1648 initializeSerials(getLevelCount() * depth, depth); 1649 } 1650 1651 TextureStorage11_2DArray::~TextureStorage11_2DArray() 1652 { 1653 for (ImageMap::iterator i = mAssociatedImages.begin(); i != mAssociatedImages.end(); i++) 1654 { 1655 bool imageAssociationCorrect = i->second->isAssociatedStorageValid(this); 1656 ASSERT(imageAssociationCorrect); 1657 1658 if (imageAssociationCorrect) 1659 { 1660 // We must let the Images recover their data before we delete it from the TextureStorage. 1661 i->second->recoverFromAssociatedStorage(); 1662 } 1663 } 1664 mAssociatedImages.clear(); 1665 1666 SafeRelease(mTexture); 1667 SafeRelease(mSwizzleTexture); 1668 1669 for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) 1670 { 1671 SafeRelease(mSwizzleRenderTargets[level]); 1672 } 1673 1674 for (RenderTargetMap::iterator i = mRenderTargets.begin(); i != mRenderTargets.end(); i++) 1675 { 1676 SafeDelete(i->second); 1677 } 1678 mRenderTargets.clear(); 1679 } 1680 1681 TextureStorage11_2DArray *TextureStorage11_2DArray::makeTextureStorage11_2DArray(TextureStorage *storage) 1682 { 1683 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2DArray*, storage)); 1684 return static_cast<TextureStorage11_2DArray*>(storage); 1685 } 1686 1687 void TextureStorage11_2DArray::associateImage(Image11* image, int level, int layerTarget) 1688 { 1689 ASSERT(0 <= level && level < getLevelCount()); 1690 1691 if (0 <= level && level < getLevelCount()) 1692 { 1693 LevelLayerKey key(level, layerTarget); 1694 mAssociatedImages[key] = image; 1695 } 1696 } 1697 1698 bool TextureStorage11_2DArray::isAssociatedImageValid(int level, int layerTarget, Image11* expectedImage) 1699 { 1700 LevelLayerKey key(level, layerTarget); 1701 1702 // This validation check should never return false. It means the Image/TextureStorage association is broken. 1703 bool retValue = (mAssociatedImages.find(key) != mAssociatedImages.end() && (mAssociatedImages[key] == expectedImage)); 1704 ASSERT(retValue); 1705 return retValue; 1706 } 1707 1708 // disassociateImage allows an Image to end its association with a Storage. 1709 void TextureStorage11_2DArray::disassociateImage(int level, int layerTarget, Image11* expectedImage) 1710 { 1711 LevelLayerKey key(level, layerTarget); 1712 1713 bool imageAssociationCorrect = (mAssociatedImages.find(key) != mAssociatedImages.end() && (mAssociatedImages[key] == expectedImage)); 1714 ASSERT(imageAssociationCorrect); 1715 1716 if (imageAssociationCorrect) 1717 { 1718 mAssociatedImages[key] = NULL; 1719 } 1720 } 1721 1722 // releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association. 1723 void TextureStorage11_2DArray::releaseAssociatedImage(int level, int layerTarget, Image11* incomingImage) 1724 { 1725 LevelLayerKey key(level, layerTarget); 1726 1727 ASSERT(mAssociatedImages.find(key) != mAssociatedImages.end()); 1728 1729 if (mAssociatedImages.find(key) != mAssociatedImages.end()) 1730 { 1731 if (mAssociatedImages[key] != NULL && mAssociatedImages[key] != incomingImage) 1732 { 1733 // Ensure that the Image is still associated with this TextureStorage. This should be true. 1734 bool imageAssociationCorrect = mAssociatedImages[key]->isAssociatedStorageValid(this); 1735 ASSERT(imageAssociationCorrect); 1736 1737 if (imageAssociationCorrect) 1738 { 1739 // Force the image to recover from storage before its data is overwritten. 1740 // This will reset mAssociatedImages[level] to NULL too. 1741 mAssociatedImages[key]->recoverFromAssociatedStorage(); 1742 } 1743 } 1744 } 1745 } 1746 1747 ID3D11Resource *TextureStorage11_2DArray::getResource() const 1748 { 1749 return mTexture; 1750 } 1751 1752 ID3D11ShaderResourceView *TextureStorage11_2DArray::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture) 1753 { 1754 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; 1755 srvDesc.Format = format; 1756 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; 1757 srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel; 1758 srvDesc.Texture2DArray.MipLevels = mipLevels; 1759 srvDesc.Texture2DArray.FirstArraySlice = 0; 1760 srvDesc.Texture2DArray.ArraySize = mTextureDepth; 1761 1762 ID3D11ShaderResourceView *SRV = NULL; 1763 1764 ID3D11Device *device = mRenderer->getDevice(); 1765 HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, &SRV); 1766 1767 if (result == E_OUTOFMEMORY) 1768 { 1769 gl::error(GL_OUT_OF_MEMORY); 1770 } 1771 ASSERT(SUCCEEDED(result)); 1772 1773 return SRV; 1774 } 1775 1776 RenderTarget *TextureStorage11_2DArray::getRenderTarget(const gl::ImageIndex &index) 1777 { 1778 ASSERT(index.hasLayer()); 1779 1780 int mipLevel = index.mipIndex; 1781 int layer = index.layerIndex; 1782 1783 if (mipLevel >= 0 && mipLevel < getLevelCount()) 1784 { 1785 LevelLayerKey key(mipLevel, layer); 1786 if (mRenderTargets.find(key) == mRenderTargets.end()) 1787 { 1788 ID3D11Device *device = mRenderer->getDevice(); 1789 HRESULT result; 1790 1791 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; 1792 srvDesc.Format = mShaderResourceFormat; 1793 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; 1794 srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + mipLevel; 1795 srvDesc.Texture2DArray.MipLevels = 1; 1796 srvDesc.Texture2DArray.FirstArraySlice = layer; 1797 srvDesc.Texture2DArray.ArraySize = 1; 1798 1799 ID3D11ShaderResourceView *srv; 1800 result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv); 1801 1802 if (result == E_OUTOFMEMORY) 1803 { 1804 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); 1805 } 1806 ASSERT(SUCCEEDED(result)); 1807 1808 if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN) 1809 { 1810 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; 1811 rtvDesc.Format = mRenderTargetFormat; 1812 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; 1813 rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel; 1814 rtvDesc.Texture2DArray.FirstArraySlice = layer; 1815 rtvDesc.Texture2DArray.ArraySize = 1; 1816 1817 ID3D11RenderTargetView *rtv; 1818 result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv); 1819 1820 if (result == E_OUTOFMEMORY) 1821 { 1822 SafeRelease(srv); 1823 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); 1824 } 1825 ASSERT(SUCCEEDED(result)); 1826 1827 mRenderTargets[key] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1); 1828 1829 // RenderTarget will take ownership of these resources 1830 SafeRelease(rtv); 1831 SafeRelease(srv); 1832 } 1833 else 1834 { 1835 UNREACHABLE(); 1836 } 1837 } 1838 1839 return mRenderTargets[key]; 1840 } 1841 else 1842 { 1843 return NULL; 1844 } 1845 } 1846 1847 void TextureStorage11_2DArray::generateMipmaps() 1848 { 1849 // Base level must already be defined 1850 1851 for (int level = 0; level < getLevelCount(); level++) 1852 { 1853 invalidateSwizzleCacheLevel(level); 1854 for (unsigned int layer = 0; layer < mTextureDepth; layer++) 1855 { 1856 gl::ImageIndex sourceIndex = gl::ImageIndex::Make2DArray(level - 1, layer); 1857 gl::ImageIndex destIndex = gl::ImageIndex::Make2DArray(level, layer); 1858 1859 RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(sourceIndex)); 1860 RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(destIndex)); 1861 1862 generateMipmapLayer(source, dest); 1863 } 1864 } 1865 } 1866 1867 ID3D11Resource *TextureStorage11_2DArray::getSwizzleTexture() 1868 { 1869 if (!mSwizzleTexture) 1870 { 1871 ID3D11Device *device = mRenderer->getDevice(); 1872 1873 D3D11_TEXTURE2D_DESC desc; 1874 desc.Width = mTextureWidth; 1875 desc.Height = mTextureHeight; 1876 desc.MipLevels = mMipLevels; 1877 desc.ArraySize = mTextureDepth; 1878 desc.Format = mSwizzleTextureFormat; 1879 desc.SampleDesc.Count = 1; 1880 desc.SampleDesc.Quality = 0; 1881 desc.Usage = D3D11_USAGE_DEFAULT; 1882 desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; 1883 desc.CPUAccessFlags = 0; 1884 desc.MiscFlags = 0; 1885 1886 HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture); 1887 1888 if (result == E_OUTOFMEMORY) 1889 { 1890 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11Texture2D*>(NULL)); 1891 } 1892 ASSERT(SUCCEEDED(result)); 1893 } 1894 1895 return mSwizzleTexture; 1896 } 1897 1898 ID3D11RenderTargetView *TextureStorage11_2DArray::getSwizzleRenderTarget(int mipLevel) 1899 { 1900 if (mipLevel >= 0 && mipLevel < getLevelCount()) 1901 { 1902 if (!mSwizzleRenderTargets[mipLevel]) 1903 { 1904 ID3D11Resource *swizzleTexture = getSwizzleTexture(); 1905 if (!swizzleTexture) 1906 { 1907 return NULL; 1908 } 1909 1910 ID3D11Device *device = mRenderer->getDevice(); 1911 1912 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; 1913 rtvDesc.Format = mSwizzleRenderTargetFormat; 1914 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; 1915 rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel; 1916 rtvDesc.Texture2DArray.FirstArraySlice = 0; 1917 rtvDesc.Texture2DArray.ArraySize = mTextureDepth; 1918 1919 HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]); 1920 1921 if (result == E_OUTOFMEMORY) 1922 { 1923 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11RenderTargetView*>(NULL)); 1924 } 1925 ASSERT(SUCCEEDED(result)); 1926 } 1927 1928 return mSwizzleRenderTargets[mipLevel]; 1929 } 1930 else 1931 { 1932 return NULL; 1933 } 1934 } 1935 1936 } 1937