| // |
| // Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived |
| // classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 |
| // texture. |
| |
| #include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h" |
| |
| #include <tuple> |
| |
| #include "common/MemoryBuffer.h" |
| #include "common/utilities.h" |
| #include "libANGLE/formatutils.h" |
| #include "libANGLE/ImageIndex.h" |
| #include "libANGLE/renderer/d3d/d3d11/Blit11.h" |
| #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" |
| #include "libANGLE/renderer/d3d/d3d11/Image11.h" |
| #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" |
| #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" |
| #include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h" |
| #include "libANGLE/renderer/d3d/d3d11/StreamProducerNV12.h" |
| #include "libANGLE/renderer/d3d/d3d11/SwapChain11.h" |
| #include "libANGLE/renderer/d3d/d3d11/texture_format_table.h" |
| #include "libANGLE/renderer/d3d/EGLImageD3D.h" |
| #include "libANGLE/renderer/d3d/TextureD3D.h" |
| |
| #include "starboard/log.h" |
| |
| namespace rx |
| { |
| |
| TextureStorage11::SRVKey::SRVKey(int baseLevel, int mipLevels, bool swizzle, bool dropStencil) |
| : baseLevel(baseLevel), mipLevels(mipLevels), swizzle(swizzle), dropStencil(dropStencil) |
| { |
| } |
| |
| bool TextureStorage11::SRVKey::operator<(const SRVKey &rhs) const |
| { |
| return std::tie(baseLevel, mipLevels, swizzle, dropStencil) < |
| std::tie(rhs.baseLevel, rhs.mipLevels, rhs.swizzle, rhs.dropStencil); |
| } |
| |
| TextureStorage11::TextureStorage11(Renderer11 *renderer, |
| UINT bindFlags, |
| UINT miscFlags, |
| GLenum internalFormat) |
| : mRenderer(renderer), |
| mTopLevel(0), |
| mMipLevels(0), |
| mFormatInfo(d3d11::Format::Get(internalFormat, mRenderer->getRenderer11DeviceCaps())), |
| mTextureWidth(0), |
| mTextureHeight(0), |
| mTextureDepth(0), |
| mDropStencilTexture(nullptr), |
| mBindFlags(bindFlags), |
| mMiscFlags(miscFlags) |
| { |
| mLevelSRVs.fill(nullptr); |
| mLevelBlitSRVs.fill(nullptr); |
| } |
| |
| TextureStorage11::~TextureStorage11() |
| { |
| for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) |
| { |
| SafeRelease(mLevelSRVs[level]); |
| SafeRelease(mLevelBlitSRVs[level]); |
| } |
| |
| for (SRVCache::iterator i = mSrvCache.begin(); i != mSrvCache.end(); i++) |
| { |
| SafeRelease(i->second); |
| } |
| mSrvCache.clear(); |
| SafeRelease(mDropStencilTexture); |
| } |
| |
| DWORD TextureStorage11::GetTextureBindFlags(GLenum internalFormat, |
| const Renderer11DeviceCaps &renderer11DeviceCaps, |
| bool renderTarget) |
| { |
| UINT bindFlags = 0; |
| |
| const d3d11::Format &formatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps); |
| if (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN) |
| { |
| bindFlags |= D3D11_BIND_SHADER_RESOURCE; |
| } |
| if (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN) |
| { |
| bindFlags |= D3D11_BIND_DEPTH_STENCIL; |
| } |
| if (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN && renderTarget) |
| { |
| bindFlags |= D3D11_BIND_RENDER_TARGET; |
| } |
| |
| return bindFlags; |
| } |
| |
| DWORD TextureStorage11::GetTextureMiscFlags(GLenum internalFormat, |
| const Renderer11DeviceCaps &renderer11DeviceCaps, |
| bool renderTarget, |
| int levels) |
| { |
| UINT miscFlags = 0; |
| |
| const d3d11::Format &formatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps); |
| if (renderTarget && levels > 1) |
| { |
| if (d3d11::SupportsMipGen(formatInfo.texFormat, renderer11DeviceCaps.featureLevel)) |
| { |
| miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS; |
| } |
| } |
| |
| return miscFlags; |
| } |
| |
| UINT TextureStorage11::getBindFlags() const |
| { |
| return mBindFlags; |
| } |
| |
| UINT TextureStorage11::getMiscFlags() const |
| { |
| return mMiscFlags; |
| } |
| |
| int TextureStorage11::getTopLevel() const |
| { |
| // Applying top level is meant to be encapsulated inside TextureStorage11. |
| UNREACHABLE(); |
| return mTopLevel; |
| } |
| |
| bool TextureStorage11::isRenderTarget() const |
| { |
| return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0; |
| } |
| |
| bool TextureStorage11::isManaged() const |
| { |
| return false; |
| } |
| |
| bool TextureStorage11::supportsNativeMipmapFunction() const |
| { |
| return (mMiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS) != 0; |
| } |
| |
| int TextureStorage11::getLevelCount() const |
| { |
| return mMipLevels - mTopLevel; |
| } |
| |
| int TextureStorage11::getLevelWidth(int mipLevel) const |
| { |
| return std::max(static_cast<int>(mTextureWidth) >> mipLevel, 1); |
| } |
| |
| int TextureStorage11::getLevelHeight(int mipLevel) const |
| { |
| return std::max(static_cast<int>(mTextureHeight) >> mipLevel, 1); |
| } |
| |
| int TextureStorage11::getLevelDepth(int mipLevel) const |
| { |
| return std::max(static_cast<int>(mTextureDepth) >> mipLevel, 1); |
| } |
| |
| UINT TextureStorage11::getSubresourceIndex(const gl::ImageIndex &index) const |
| { |
| UINT mipSlice = static_cast<UINT>(index.mipIndex + mTopLevel); |
| UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0); |
| UINT subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels); |
| ASSERT(subresource != std::numeric_limits<UINT>::max()); |
| return subresource; |
| } |
| |
| gl::Error TextureStorage11::getSRV(const gl::TextureState &textureState, |
| ID3D11ShaderResourceView **outSRV) |
| { |
| // Make sure to add the level offset for our tiny compressed texture workaround |
| const GLuint effectiveBaseLevel = textureState.getEffectiveBaseLevel(); |
| bool swizzleRequired = textureState.swizzleRequired(); |
| bool mipmapping = gl::IsMipmapFiltered(textureState.getSamplerState()); |
| unsigned int mipLevels = |
| mipmapping ? (textureState.getEffectiveMaxLevel() - effectiveBaseLevel + 1) : 1; |
| |
| // Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level, |
| // which corresponds to GL level 0) |
| mipLevels = std::min(mipLevels, mMipLevels - mTopLevel - effectiveBaseLevel); |
| |
| if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3) |
| { |
| ASSERT(!swizzleRequired); |
| ASSERT(mipLevels == 1 || mipLevels == mMipLevels); |
| } |
| |
| if (mRenderer->getWorkarounds().zeroMaxLodWorkaround) |
| { |
| // We must ensure that the level zero texture is in sync with mipped texture. |
| ANGLE_TRY(useLevelZeroWorkaroundTexture(mipLevels == 1)); |
| } |
| |
| if (swizzleRequired) |
| { |
| verifySwizzleExists(textureState.getSwizzleState()); |
| } |
| |
| // We drop the stencil when sampling from the SRV if three conditions hold: |
| // 1. the drop stencil workaround is enabled. |
| bool workaround = mRenderer->getWorkarounds().emulateTinyStencilTextures; |
| // 2. this is a stencil texture. |
| bool hasStencil = (mFormatInfo.format().stencilBits > 0); |
| // 3. the texture has a 1x1 or 2x2 mip. |
| int effectiveTopLevel = effectiveBaseLevel + mipLevels - 1; |
| bool hasSmallMips = |
| (getLevelWidth(effectiveTopLevel) <= 2 || getLevelHeight(effectiveTopLevel) <= 2); |
| |
| bool useDropStencil = (workaround && hasStencil && hasSmallMips); |
| SRVKey key(effectiveBaseLevel, mipLevels, swizzleRequired, useDropStencil); |
| if (useDropStencil) |
| { |
| // Ensure drop texture gets created. |
| DropStencil result = DropStencil::CREATED; |
| ANGLE_TRY_RESULT(ensureDropStencilTexture(), result); |
| |
| // Clear the SRV cache if necessary. |
| // TODO(jmadill): Re-use find query result. |
| auto srvEntry = mSrvCache.find(key); |
| if (result == DropStencil::CREATED && srvEntry != mSrvCache.end()) |
| { |
| SafeRelease(srvEntry->second); |
| mSrvCache.erase(key); |
| } |
| } |
| |
| ANGLE_TRY(getCachedOrCreateSRV(key, outSRV)); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11::getCachedOrCreateSRV(const SRVKey &key, |
| ID3D11ShaderResourceView **outSRV) |
| { |
| auto iter = mSrvCache.find(key); |
| if (iter != mSrvCache.end()) |
| { |
| *outSRV = iter->second; |
| return gl::NoError(); |
| } |
| |
| ID3D11Resource *texture = nullptr; |
| DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN; |
| |
| if (key.swizzle) |
| { |
| const auto &swizzleFormat = |
| mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()); |
| ASSERT(!key.dropStencil || swizzleFormat.format().stencilBits == 0); |
| ANGLE_TRY(getSwizzleTexture(&texture)); |
| format = swizzleFormat.srvFormat; |
| } |
| else if (key.dropStencil) |
| { |
| ASSERT(mDropStencilTexture); |
| texture = mDropStencilTexture; |
| format = DXGI_FORMAT_R32_FLOAT; |
| } |
| else |
| { |
| ANGLE_TRY(getResource(&texture)); |
| format = mFormatInfo.srvFormat; |
| } |
| |
| ID3D11ShaderResourceView *srv = nullptr; |
| |
| ANGLE_TRY(createSRV(key.baseLevel, key.mipLevels, format, texture, &srv)); |
| |
| mSrvCache.insert(std::make_pair(key, srv)); |
| *outSRV = srv; |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11::getSRVLevel(int mipLevel, |
| bool blitSRV, |
| ID3D11ShaderResourceView **outSRV) |
| { |
| ASSERT(mipLevel >= 0 && mipLevel < getLevelCount()); |
| |
| auto &levelSRVs = (blitSRV) ? mLevelBlitSRVs : mLevelSRVs; |
| auto &otherLevelSRVs = (blitSRV) ? mLevelSRVs : mLevelBlitSRVs; |
| |
| if (!levelSRVs[mipLevel]) |
| { |
| // Only create a different SRV for blit if blit format is different from regular srv format |
| if (otherLevelSRVs[mipLevel] && mFormatInfo.srvFormat == mFormatInfo.blitSRVFormat) |
| { |
| levelSRVs[mipLevel] = otherLevelSRVs[mipLevel]; |
| levelSRVs[mipLevel]->AddRef(); |
| } |
| else |
| { |
| ID3D11Resource *resource = nullptr; |
| ANGLE_TRY(getResource(&resource)); |
| |
| DXGI_FORMAT resourceFormat = |
| blitSRV ? mFormatInfo.blitSRVFormat : mFormatInfo.srvFormat; |
| ANGLE_TRY(createSRV(mipLevel, 1, resourceFormat, resource, &levelSRVs[mipLevel])); |
| } |
| } |
| |
| *outSRV = levelSRVs[mipLevel]; |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11::getSRVLevels(GLint baseLevel, |
| GLint maxLevel, |
| ID3D11ShaderResourceView **outSRV) |
| { |
| unsigned int mipLevels = maxLevel - baseLevel + 1; |
| |
| // Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level, |
| // which corresponds to GL level 0) |
| mipLevels = std::min(mipLevels, mMipLevels - mTopLevel - baseLevel); |
| |
| if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3) |
| { |
| ASSERT(mipLevels == 1 || mipLevels == mMipLevels); |
| } |
| |
| if (mRenderer->getWorkarounds().zeroMaxLodWorkaround) |
| { |
| // We must ensure that the level zero texture is in sync with mipped texture. |
| ANGLE_TRY(useLevelZeroWorkaroundTexture(mipLevels == 1)); |
| } |
| |
| // TODO(jmadill): Assert we don't need to drop stencil. |
| |
| SRVKey key(baseLevel, mipLevels, false, false); |
| ANGLE_TRY(getCachedOrCreateSRV(key, outSRV)); |
| |
| return gl::NoError(); |
| } |
| |
| const d3d11::Format &TextureStorage11::getFormatSet() const |
| { |
| return mFormatInfo; |
| } |
| |
| gl::Error TextureStorage11::generateSwizzles(const gl::SwizzleState &swizzleTarget) |
| { |
| for (int level = 0; level < getLevelCount(); level++) |
| { |
| // Check if the swizzle for this level is out of date |
| if (mSwizzleCache[level] != swizzleTarget) |
| { |
| // Need to re-render the swizzle for this level |
| ID3D11ShaderResourceView *sourceSRV = nullptr; |
| ANGLE_TRY(getSRVLevel(level, true, &sourceSRV)); |
| |
| const d3d11::RenderTargetView *destRTV; |
| ANGLE_TRY(getSwizzleRenderTarget(level, &destRTV)); |
| |
| gl::Extents size(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level)); |
| |
| Blit11 *blitter = mRenderer->getBlitter(); |
| |
| ANGLE_TRY(blitter->swizzleTexture(sourceSRV, *destRTV, size, swizzleTarget)); |
| |
| mSwizzleCache[level] = swizzleTarget; |
| } |
| } |
| |
| return gl::NoError(); |
| } |
| |
| void TextureStorage11::markLevelDirty(int mipLevel) |
| { |
| if (mipLevel >= 0 && static_cast<unsigned int>(mipLevel) < ArraySize(mSwizzleCache)) |
| { |
| // The default constructor of SwizzleState has GL_INVALID_INDEX for all channels which is |
| // not a valid swizzle combination |
| mSwizzleCache[mipLevel] = gl::SwizzleState(); |
| } |
| |
| SafeRelease(mDropStencilTexture); |
| } |
| |
| void TextureStorage11::markDirty() |
| { |
| for (unsigned int mipLevel = 0; mipLevel < ArraySize(mSwizzleCache); mipLevel++) |
| { |
| markLevelDirty(mipLevel); |
| } |
| } |
| |
| gl::Error TextureStorage11::updateSubresourceLevel(ID3D11Resource *srcTexture, |
| unsigned int sourceSubresource, |
| const gl::ImageIndex &index, |
| const gl::Box ©Area) |
| { |
| ASSERT(srcTexture); |
| |
| const GLint level = index.mipIndex; |
| |
| markLevelDirty(level); |
| |
| gl::Extents texSize(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level)); |
| |
| bool fullCopy = copyArea.x == 0 && copyArea.y == 0 && copyArea.z == 0 && |
| copyArea.width == texSize.width && copyArea.height == texSize.height && |
| copyArea.depth == texSize.depth; |
| |
| ID3D11Resource *dstTexture = nullptr; |
| |
| // If the zero-LOD workaround is active and we want to update a level greater than zero, then we |
| // should update the mipmapped texture, even if mapmaps are currently disabled. |
| if (index.mipIndex > 0 && mRenderer->getWorkarounds().zeroMaxLodWorkaround) |
| { |
| ANGLE_TRY(getMippedResource(&dstTexture)); |
| } |
| else |
| { |
| ANGLE_TRY(getResource(&dstTexture)); |
| } |
| |
| unsigned int dstSubresource = getSubresourceIndex(index); |
| |
| ASSERT(dstTexture); |
| |
| const d3d11::DXGIFormatSize &dxgiFormatSizeInfo = |
| d3d11::GetDXGIFormatSizeInfo(mFormatInfo.texFormat); |
| if (!fullCopy && mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN) |
| { |
| // CopySubresourceRegion cannot copy partial depth stencils, use the blitter instead |
| Blit11 *blitter = mRenderer->getBlitter(); |
| TextureHelper11 source = TextureHelper11::MakeAndReference(srcTexture, getFormatSet()); |
| TextureHelper11 dest = TextureHelper11::MakeAndReference(dstTexture, getFormatSet()); |
| return blitter->copyDepthStencil(source, sourceSubresource, copyArea, texSize, dest, |
| dstSubresource, copyArea, texSize, nullptr); |
| } |
| |
| D3D11_BOX srcBox; |
| srcBox.left = copyArea.x; |
| srcBox.top = copyArea.y; |
| srcBox.right = |
| copyArea.x + roundUp(static_cast<UINT>(copyArea.width), dxgiFormatSizeInfo.blockWidth); |
| srcBox.bottom = |
| copyArea.y + roundUp(static_cast<UINT>(copyArea.height), dxgiFormatSizeInfo.blockHeight); |
| srcBox.front = copyArea.z; |
| srcBox.back = copyArea.z + copyArea.depth; |
| |
| ID3D11DeviceContext *context = mRenderer->getDeviceContext(); |
| |
| context->CopySubresourceRegion(dstTexture, dstSubresource, copyArea.x, copyArea.y, copyArea.z, |
| srcTexture, sourceSubresource, fullCopy ? nullptr : &srcBox); |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11::copySubresourceLevel(ID3D11Resource *dstTexture, |
| unsigned int dstSubresource, |
| const gl::ImageIndex &index, |
| const gl::Box ®ion) |
| { |
| ASSERT(dstTexture); |
| |
| ID3D11Resource *srcTexture = nullptr; |
| |
| // If the zero-LOD workaround is active and we want to update a level greater than zero, then we |
| // should update the mipmapped texture, even if mapmaps are currently disabled. |
| if (index.mipIndex > 0 && mRenderer->getWorkarounds().zeroMaxLodWorkaround) |
| { |
| ANGLE_TRY(getMippedResource(&srcTexture)); |
| } |
| else |
| { |
| ANGLE_TRY(getResource(&srcTexture)); |
| } |
| |
| ASSERT(srcTexture); |
| |
| unsigned int srcSubresource = getSubresourceIndex(index); |
| |
| ID3D11DeviceContext *context = mRenderer->getDeviceContext(); |
| |
| // D3D11 can't perform partial CopySubresourceRegion on depth/stencil textures, so pSrcBox |
| // should be nullptr. |
| D3D11_BOX srcBox; |
| D3D11_BOX *pSrcBox = nullptr; |
| if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3) |
| { |
| // However, D3D10Level9 doesn't always perform CopySubresourceRegion correctly unless the |
| // source box is specified. This is okay, since we don't perform CopySubresourceRegion on |
| // depth/stencil textures on 9_3. |
| ASSERT(mFormatInfo.dsvFormat == DXGI_FORMAT_UNKNOWN); |
| srcBox.left = region.x; |
| srcBox.right = region.x + region.width; |
| srcBox.top = region.y; |
| srcBox.bottom = region.y + region.height; |
| srcBox.front = region.z; |
| srcBox.back = region.z + region.depth; |
| pSrcBox = &srcBox; |
| } |
| |
| context->CopySubresourceRegion(dstTexture, dstSubresource, region.x, region.y, region.z, |
| srcTexture, srcSubresource, pSrcBox); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11::generateMipmap(const gl::ImageIndex &sourceIndex, |
| const gl::ImageIndex &destIndex) |
| { |
| ASSERT(sourceIndex.layerIndex == destIndex.layerIndex); |
| |
| markLevelDirty(destIndex.mipIndex); |
| |
| RenderTargetD3D *source = nullptr; |
| ANGLE_TRY(getRenderTarget(sourceIndex, &source)); |
| |
| RenderTargetD3D *dest = nullptr; |
| ANGLE_TRY(getRenderTarget(destIndex, &dest)); |
| |
| auto rt11 = GetAs<RenderTarget11>(source); |
| ID3D11ShaderResourceView *sourceSRV = rt11->getBlitShaderResourceView(); |
| const d3d11::RenderTargetView &destRTV = rt11->getRenderTargetView(); |
| |
| gl::Box sourceArea(0, 0, 0, source->getWidth(), source->getHeight(), source->getDepth()); |
| gl::Extents sourceSize(source->getWidth(), source->getHeight(), source->getDepth()); |
| |
| gl::Box destArea(0, 0, 0, dest->getWidth(), dest->getHeight(), dest->getDepth()); |
| gl::Extents destSize(dest->getWidth(), dest->getHeight(), dest->getDepth()); |
| |
| Blit11 *blitter = mRenderer->getBlitter(); |
| return blitter->copyTexture(sourceSRV, sourceArea, sourceSize, destRTV, destArea, destSize, |
| nullptr, gl::GetUnsizedFormat(source->getInternalFormat()), |
| GL_LINEAR, false, false, false); |
| } |
| |
| void TextureStorage11::verifySwizzleExists(const gl::SwizzleState &swizzleState) |
| { |
| for (unsigned int level = 0; level < mMipLevels; level++) |
| { |
| ASSERT(mSwizzleCache[level] == swizzleState); |
| } |
| } |
| |
| void TextureStorage11::clearSRVCache() |
| { |
| markDirty(); |
| |
| auto iter = mSrvCache.begin(); |
| while (iter != mSrvCache.end()) |
| { |
| if (!iter->first.swizzle) |
| { |
| SafeRelease(iter->second); |
| iter = mSrvCache.erase(iter); |
| } |
| else |
| { |
| iter++; |
| } |
| } |
| |
| for (size_t level = 0; level < mLevelSRVs.size(); level++) |
| { |
| SafeRelease(mLevelSRVs[level]); |
| SafeRelease(mLevelBlitSRVs[level]); |
| } |
| } |
| |
| gl::Error TextureStorage11::copyToStorage(TextureStorage *destStorage) |
| { |
| ASSERT(destStorage); |
| |
| ID3D11Resource *sourceResouce = nullptr; |
| ANGLE_TRY(getResource(&sourceResouce)); |
| |
| TextureStorage11 *dest11 = GetAs<TextureStorage11>(destStorage); |
| ID3D11Resource *destResource = nullptr; |
| ANGLE_TRY(dest11->getResource(&destResource)); |
| |
| ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext(); |
| immediateContext->CopyResource(destResource, sourceResouce); |
| |
| dest11->markDirty(); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11::setData(const gl::ImageIndex &index, |
| ImageD3D *image, |
| const gl::Box *destBox, |
| GLenum type, |
| const gl::PixelUnpackState &unpack, |
| const uint8_t *pixelData) |
| { |
| ASSERT(!image->isDirty()); |
| |
| markLevelDirty(index.mipIndex); |
| |
| ID3D11Resource *resource = nullptr; |
| ANGLE_TRY(getResource(&resource)); |
| ASSERT(resource); |
| |
| UINT destSubresource = getSubresourceIndex(index); |
| |
| const gl::InternalFormat &internalFormatInfo = |
| gl::GetInternalFormatInfo(image->getInternalFormat(), type); |
| |
| gl::Box levelBox(0, 0, 0, getLevelWidth(index.mipIndex), getLevelHeight(index.mipIndex), |
| getLevelDepth(index.mipIndex)); |
| bool fullUpdate = (destBox == nullptr || *destBox == levelBox); |
| ASSERT(internalFormatInfo.depthBits == 0 || fullUpdate); |
| |
| // TODO(jmadill): Handle compressed formats |
| // Compressed formats have different load syntax, so we'll have to handle them with slightly |
| // different logic. Will implemnent this in a follow-up patch, and ensure we do not use SetData |
| // with compressed formats in the calling logic. |
| ASSERT(!internalFormatInfo.compressed); |
| |
| const int width = destBox ? destBox->width : static_cast<int>(image->getWidth()); |
| const int height = destBox ? destBox->height : static_cast<int>(image->getHeight()); |
| const int depth = destBox ? destBox->depth : static_cast<int>(image->getDepth()); |
| GLuint srcRowPitch = 0; |
| ANGLE_TRY_RESULT( |
| internalFormatInfo.computeRowPitch(type, width, unpack.alignment, unpack.rowLength), |
| srcRowPitch); |
| GLuint srcDepthPitch = 0; |
| ANGLE_TRY_RESULT(internalFormatInfo.computeDepthPitch(height, unpack.imageHeight, srcRowPitch), |
| srcDepthPitch); |
| GLuint srcSkipBytes = 0; |
| ANGLE_TRY_RESULT( |
| internalFormatInfo.computeSkipBytes(srcRowPitch, srcDepthPitch, unpack, index.is3D()), |
| srcSkipBytes); |
| |
| const d3d11::Format &d3d11Format = |
| d3d11::Format::Get(image->getInternalFormat(), mRenderer->getRenderer11DeviceCaps()); |
| const d3d11::DXGIFormatSize &dxgiFormatInfo = |
| d3d11::GetDXGIFormatSizeInfo(d3d11Format.texFormat); |
| |
| const size_t outputPixelSize = dxgiFormatInfo.pixelBytes; |
| |
| UINT bufferRowPitch = static_cast<unsigned int>(outputPixelSize) * width; |
| UINT bufferDepthPitch = bufferRowPitch * height; |
| |
| const size_t neededSize = bufferDepthPitch * depth; |
| angle::MemoryBuffer *conversionBuffer = nullptr; |
| const uint8_t *data = nullptr; |
| |
| LoadImageFunctionInfo loadFunctionInfo = d3d11Format.getLoadFunctions()(type); |
| if (loadFunctionInfo.requiresConversion) |
| { |
| ANGLE_TRY(mRenderer->getScratchMemoryBuffer(neededSize, &conversionBuffer)); |
| loadFunctionInfo.loadFunction(width, height, depth, pixelData + srcSkipBytes, srcRowPitch, |
| srcDepthPitch, conversionBuffer->data(), bufferRowPitch, |
| bufferDepthPitch); |
| data = conversionBuffer->data(); |
| } |
| else |
| { |
| data = pixelData + srcSkipBytes; |
| bufferRowPitch = srcRowPitch; |
| bufferDepthPitch = srcDepthPitch; |
| } |
| |
| ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext(); |
| |
| if (!fullUpdate) |
| { |
| ASSERT(destBox); |
| |
| D3D11_BOX destD3DBox; |
| destD3DBox.left = destBox->x; |
| destD3DBox.right = destBox->x + destBox->width; |
| destD3DBox.top = destBox->y; |
| destD3DBox.bottom = destBox->y + destBox->height; |
| destD3DBox.front = destBox->z; |
| destD3DBox.back = destBox->z + destBox->depth; |
| |
| immediateContext->UpdateSubresource(resource, destSubresource, &destD3DBox, data, |
| bufferRowPitch, bufferDepthPitch); |
| } |
| else |
| { |
| immediateContext->UpdateSubresource(resource, destSubresource, nullptr, data, |
| bufferRowPitch, bufferDepthPitch); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::ErrorOrResult<TextureStorage11::DropStencil> TextureStorage11::ensureDropStencilTexture() |
| { |
| UNIMPLEMENTED(); |
| return gl::InternalError() << "Drop stencil texture not implemented."; |
| } |
| |
| TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer, SwapChain11 *swapchain) |
| : TextureStorage11(renderer, |
| D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, |
| 0, |
| swapchain->getRenderTargetInternalFormat()), |
| mTexture(swapchain->getOffscreenTexture()), |
| mLevelZeroTexture(nullptr), |
| mLevelZeroRenderTarget(nullptr), |
| mUseLevelZeroTexture(false), |
| mSwizzleTexture(nullptr), |
| mBindChroma(false), |
| mArrayIndex(0) |
| { |
| mTexture->AddRef(); |
| |
| for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) |
| { |
| mAssociatedImages[i] = nullptr; |
| mRenderTarget[i] = nullptr; |
| } |
| |
| D3D11_TEXTURE2D_DESC texDesc; |
| mTexture->GetDesc(&texDesc); |
| mMipLevels = texDesc.MipLevels; |
| mTextureWidth = texDesc.Width; |
| mTextureHeight = texDesc.Height; |
| mTextureDepth = 1; |
| mHasKeyedMutex = (texDesc.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0; |
| } |
| |
| TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer, |
| IUnknown *texture, |
| bool bindChroma, |
| UINT arrayIndex) |
| : TextureStorage11(renderer, |
| 0, |
| 0, |
| 0), |
| mTexture(static_cast<ID3D11Texture2D*>(texture)), |
| mLevelZeroTexture(nullptr), |
| mLevelZeroRenderTarget(nullptr), |
| mUseLevelZeroTexture(false), |
| mSwizzleTexture(nullptr), |
| mBindChroma(bindChroma), |
| mArrayIndex(arrayIndex) |
| { |
| mTexture->AddRef(); |
| |
| for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) |
| { |
| mAssociatedImages[i] = nullptr; |
| mRenderTarget[i] = nullptr; |
| } |
| |
| D3D11_TEXTURE2D_DESC texDesc; |
| mTexture->GetDesc(&texDesc); |
| mMipLevels = texDesc.MipLevels; |
| mTextureWidth = texDesc.Width; |
| mTextureHeight = texDesc.Height; |
| mTextureDepth = 1; |
| mHasKeyedMutex = (texDesc.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0; |
| } |
| |
| TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer, |
| GLenum internalformat, |
| bool renderTarget, |
| GLsizei width, |
| GLsizei height, |
| int levels, |
| bool hintLevelZeroOnly) |
| : TextureStorage11( |
| renderer, |
| GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget), |
| GetTextureMiscFlags(internalformat, |
| renderer->getRenderer11DeviceCaps(), |
| renderTarget, |
| levels), |
| internalformat), |
| mTexture(nullptr), |
| mHasKeyedMutex(false), |
| mLevelZeroTexture(nullptr), |
| mLevelZeroRenderTarget(nullptr), |
| mUseLevelZeroTexture(hintLevelZeroOnly && levels > 1), |
| mSwizzleTexture(nullptr) |
| { |
| for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) |
| { |
| mAssociatedImages[i] = nullptr; |
| mRenderTarget[i] = nullptr; |
| } |
| |
| d3d11::MakeValidSize(false, mFormatInfo.texFormat, &width, &height, &mTopLevel); |
| mMipLevels = mTopLevel + levels; |
| mTextureWidth = width; |
| mTextureHeight = height; |
| mTextureDepth = 1; |
| |
| // The LevelZeroOnly hint should only be true if the zero max LOD workaround is active. |
| ASSERT(!mUseLevelZeroTexture || mRenderer->getWorkarounds().zeroMaxLodWorkaround); |
| } |
| |
| TextureStorage11_2D::~TextureStorage11_2D() |
| { |
| for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) |
| { |
| if (mAssociatedImages[i] != nullptr) |
| { |
| mAssociatedImages[i]->verifyAssociatedStorageValid(this); |
| |
| // We must let the Images recover their data before we delete it from the |
| // TextureStorage. |
| gl::Error error = mAssociatedImages[i]->recoverFromAssociatedStorage(); |
| if (error.isError()) |
| { |
| // TODO: Find a way to report this back to the context |
| ERR() << "Error initialization texture storage: " << error; |
| } |
| } |
| } |
| |
| SafeRelease(mTexture); |
| SafeRelease(mSwizzleTexture); |
| |
| SafeRelease(mLevelZeroTexture); |
| SafeDelete(mLevelZeroRenderTarget); |
| |
| for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) |
| { |
| SafeDelete(mRenderTarget[i]); |
| } |
| |
| if (mHasKeyedMutex) |
| { |
| // If the keyed mutex is released that will unbind it and cause the state cache to become |
| // desynchronized. |
| mRenderer->getStateManager()->invalidateBoundViews(); |
| } |
| } |
| |
| gl::Error TextureStorage11_2D::copyToStorage(TextureStorage *destStorage) |
| { |
| ASSERT(destStorage); |
| |
| TextureStorage11_2D *dest11 = GetAs<TextureStorage11_2D>(destStorage); |
| ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext(); |
| |
| if (mRenderer->getWorkarounds().zeroMaxLodWorkaround) |
| { |
| // If either mTexture or mLevelZeroTexture exist, then we need to copy them into the |
| // corresponding textures in destStorage. |
| if (mTexture) |
| { |
| ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(false)); |
| |
| ID3D11Resource *destResource = nullptr; |
| ANGLE_TRY(dest11->getResource(&destResource)); |
| |
| immediateContext->CopyResource(destResource, mTexture); |
| } |
| |
| if (mLevelZeroTexture) |
| { |
| ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(true)); |
| |
| ID3D11Resource *destResource = nullptr; |
| ANGLE_TRY(dest11->getResource(&destResource)); |
| |
| immediateContext->CopyResource(destResource, mLevelZeroTexture); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| ID3D11Resource *sourceResouce = nullptr; |
| ANGLE_TRY(getResource(&sourceResouce)); |
| |
| ID3D11Resource *destResource = nullptr; |
| ANGLE_TRY(dest11->getResource(&destResource)); |
| |
| immediateContext->CopyResource(destResource, sourceResouce); |
| dest11->markDirty(); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_2D::useLevelZeroWorkaroundTexture(bool useLevelZeroTexture) |
| { |
| bool lastSetting = mUseLevelZeroTexture; |
| |
| if (useLevelZeroTexture && mMipLevels > 1) |
| { |
| if (!mUseLevelZeroTexture && mTexture) |
| { |
| ANGLE_TRY(ensureTextureExists(1)); |
| |
| // Pull data back from the mipped texture if necessary. |
| ASSERT(mLevelZeroTexture); |
| ID3D11DeviceContext *context = mRenderer->getDeviceContext(); |
| context->CopySubresourceRegion(mLevelZeroTexture, 0, 0, 0, 0, mTexture, 0, nullptr); |
| } |
| |
| mUseLevelZeroTexture = true; |
| } |
| else |
| { |
| if (mUseLevelZeroTexture && mLevelZeroTexture) |
| { |
| ANGLE_TRY(ensureTextureExists(mMipLevels)); |
| |
| // Pull data back from the level zero texture if necessary. |
| ASSERT(mTexture); |
| ID3D11DeviceContext *context = mRenderer->getDeviceContext(); |
| context->CopySubresourceRegion(mTexture, 0, 0, 0, 0, mLevelZeroTexture, 0, nullptr); |
| } |
| |
| mUseLevelZeroTexture = false; |
| } |
| |
| if (lastSetting != mUseLevelZeroTexture) |
| { |
| // Mark everything as dirty to be conservative. |
| if (mLevelZeroRenderTarget) |
| { |
| mLevelZeroRenderTarget->signalDirty(); |
| } |
| for (auto *renderTarget : mRenderTarget) |
| { |
| if (renderTarget) |
| { |
| renderTarget->signalDirty(); |
| } |
| } |
| } |
| |
| return gl::NoError(); |
| } |
| |
| void TextureStorage11_2D::associateImage(Image11 *image, const gl::ImageIndex &index) |
| { |
| const GLint level = index.mipIndex; |
| |
| ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| |
| if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) |
| { |
| mAssociatedImages[level] = image; |
| } |
| } |
| |
| void TextureStorage11_2D::verifyAssociatedImageValid(const gl::ImageIndex &index, |
| Image11 *expectedImage) |
| { |
| const GLint level = index.mipIndex; |
| |
| ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| // This validation check should never return false. It means the Image/TextureStorage |
| // association is broken. |
| ASSERT(mAssociatedImages[level] == expectedImage); |
| } |
| |
| // disassociateImage allows an Image to end its association with a Storage. |
| void TextureStorage11_2D::disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage) |
| { |
| const GLint level = index.mipIndex; |
| |
| ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| ASSERT(mAssociatedImages[level] == expectedImage); |
| mAssociatedImages[level] = nullptr; |
| } |
| |
| // releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image |
| // recover its data before ending the association. |
| gl::Error TextureStorage11_2D::releaseAssociatedImage(const gl::ImageIndex &index, |
| Image11 *incomingImage) |
| { |
| const GLint level = index.mipIndex; |
| |
| ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| |
| if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) |
| { |
| // No need to let the old Image recover its data, if it is also the incoming Image. |
| if (mAssociatedImages[level] != nullptr && mAssociatedImages[level] != incomingImage) |
| { |
| // Ensure that the Image is still associated with this TextureStorage. |
| mAssociatedImages[level]->verifyAssociatedStorageValid(this); |
| |
| // Force the image to recover from storage before its data is overwritten. |
| // This will reset mAssociatedImages[level] to nullptr too. |
| ANGLE_TRY(mAssociatedImages[level]->recoverFromAssociatedStorage()); |
| } |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_2D::getResource(ID3D11Resource **outResource) |
| { |
| if (mUseLevelZeroTexture && mMipLevels > 1) |
| { |
| ANGLE_TRY(ensureTextureExists(1)); |
| |
| *outResource = mLevelZeroTexture; |
| return gl::NoError(); |
| } |
| |
| ANGLE_TRY(ensureTextureExists(mMipLevels)); |
| |
| *outResource = mTexture; |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_2D::getMippedResource(ID3D11Resource **outResource) |
| { |
| // This shouldn't be called unless the zero max LOD workaround is active. |
| ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround); |
| |
| ANGLE_TRY(ensureTextureExists(mMipLevels)); |
| |
| *outResource = mTexture; |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_2D::ensureTextureExists(int mipLevels) |
| { |
| // If mMipLevels = 1 then always use mTexture rather than mLevelZeroTexture. |
| bool useLevelZeroTexture = mRenderer->getWorkarounds().zeroMaxLodWorkaround |
| ? (mipLevels == 1) && (mMipLevels > 1) |
| : false; |
| ID3D11Texture2D **outputTexture = useLevelZeroTexture ? &mLevelZeroTexture : &mTexture; |
| |
| // if the width or height is not positive this should be treated as an incomplete texture |
| // we handle that here by skipping the d3d texture creation |
| if (*outputTexture == nullptr && mTextureWidth > 0 && mTextureHeight > 0) |
| { |
| ASSERT(mipLevels > 0); |
| |
| ID3D11Device *device = mRenderer->getDevice(); |
| |
| D3D11_TEXTURE2D_DESC desc; |
| desc.Width = mTextureWidth; // Compressed texture size constraints? |
| desc.Height = mTextureHeight; |
| desc.MipLevels = mipLevels; |
| desc.ArraySize = 1; |
| desc.Format = mFormatInfo.texFormat; |
| desc.SampleDesc.Count = 1; |
| desc.SampleDesc.Quality = 0; |
| desc.Usage = D3D11_USAGE_DEFAULT; |
| desc.BindFlags = getBindFlags(); |
| desc.CPUAccessFlags = 0; |
| desc.MiscFlags = getMiscFlags(); |
| |
| HRESULT result = device->CreateTexture2D(&desc, nullptr, outputTexture); |
| |
| // this can happen from windows TDR |
| if (d3d11::isDeviceLostError(result)) |
| { |
| mRenderer->notifyDeviceLost(); |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D texture storage, result: 0x%X.", |
| result); |
| } |
| else if (FAILED(result)) |
| { |
| ASSERT(result == E_OUTOFMEMORY); |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D texture storage, result: 0x%X.", |
| result); |
| } |
| |
| d3d11::SetDebugName(*outputTexture, "TexStorage2D.Texture"); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_2D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) |
| { |
| ASSERT(!index.hasLayer()); |
| |
| const int level = index.mipIndex; |
| ASSERT(level >= 0 && level < getLevelCount()); |
| |
| // In GL ES 2.0, the application can only render to level zero of the texture (Section 4.4.3 of |
| // the GLES 2.0 spec, page 113 of version 2.0.25). Other parts of TextureStorage11_2D could |
| // create RTVs on non-zero levels of the texture (e.g. generateMipmap). |
| // On Feature Level 9_3, this is unlikely to be useful. The renderer can't create SRVs on the |
| // individual levels of the texture, so methods like generateMipmap can't do anything useful |
| // with non-zero-level RTVs. Therefore if level > 0 on 9_3 then there's almost certainly |
| // something wrong. |
| ASSERT( |
| !(mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3 && level > 0)); |
| ASSERT(outRT); |
| if (mRenderTarget[level]) |
| { |
| *outRT = mRenderTarget[level]; |
| return gl::NoError(); |
| } |
| |
| ID3D11Resource *texture = nullptr; |
| ANGLE_TRY(getResource(&texture)); |
| |
| ID3D11ShaderResourceView *srv = nullptr; |
| ANGLE_TRY(getSRVLevel(level, false, &srv)); |
| |
| ID3D11ShaderResourceView *blitSRV = nullptr; |
| ANGLE_TRY(getSRVLevel(level, true, &blitSRV)); |
| |
| ID3D11Device *device = mRenderer->getDevice(); |
| |
| if (mUseLevelZeroTexture) |
| { |
| if (!mLevelZeroRenderTarget) |
| { |
| D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; |
| rtvDesc.Format = mFormatInfo.rtvFormat; |
| rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; |
| rtvDesc.Texture2D.MipSlice = mTopLevel + level; |
| |
| d3d11::RenderTargetView rtv; |
| ANGLE_TRY(mRenderer->allocateResource(rtvDesc, mLevelZeroTexture, &rtv)); |
| |
| mLevelZeroRenderTarget = new TextureRenderTarget11( |
| std::move(rtv), mLevelZeroTexture, nullptr, nullptr, mFormatInfo.internalFormat, |
| getFormatSet(), getLevelWidth(level), getLevelHeight(level), 1, 0); |
| } |
| |
| *outRT = mLevelZeroRenderTarget; |
| return gl::NoError(); |
| } |
| |
| if (mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN) |
| { |
| D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; |
| rtvDesc.Format = mFormatInfo.rtvFormat; |
| rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; |
| rtvDesc.Texture2D.MipSlice = mTopLevel + level; |
| |
| d3d11::RenderTargetView rtv; |
| ANGLE_TRY(mRenderer->allocateResource(rtvDesc, texture, &rtv)); |
| |
| mRenderTarget[level] = new TextureRenderTarget11( |
| std::move(rtv), texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(), |
| getLevelWidth(level), getLevelHeight(level), 1, 0); |
| |
| *outRT = mRenderTarget[level]; |
| return gl::NoError(); |
| } |
| |
| ASSERT(mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN); |
| |
| D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; |
| dsvDesc.Format = mFormatInfo.dsvFormat; |
| dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; |
| dsvDesc.Texture2D.MipSlice = mTopLevel + level; |
| dsvDesc.Flags = 0; |
| |
| ID3D11DepthStencilView *dsv; |
| HRESULT result = device->CreateDepthStencilView(texture, &dsvDesc, &dsv); |
| |
| ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result)); |
| if (FAILED(result)) |
| { |
| return gl::Error( |
| GL_OUT_OF_MEMORY, |
| "Failed to create internal depth stencil view for texture storage, result: 0x%X.", |
| result); |
| } |
| |
| mRenderTarget[level] = |
| new TextureRenderTarget11(dsv, texture, srv, mFormatInfo.internalFormat, getFormatSet(), |
| getLevelWidth(level), getLevelHeight(level), 1, 0); |
| |
| // RenderTarget will take ownership of these resources |
| SafeRelease(dsv); |
| |
| *outRT = mRenderTarget[level]; |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_2D::createSRV(int baseLevel, |
| int mipLevels, |
| DXGI_FORMAT format, |
| ID3D11Resource *texture, |
| ID3D11ShaderResourceView **outSRV) const |
| { |
| ASSERT(outSRV); |
| |
| D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
| srvDesc.Format = format; |
| srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; |
| srvDesc.Texture2D.MostDetailedMip = mTopLevel + baseLevel; |
| srvDesc.Texture2D.MipLevels = mipLevels; |
| |
| ID3D11Texture2D* d3Texture; |
| HRESULT hr = texture->QueryInterface(IID_PPV_ARGS(&d3Texture)); |
| |
| if (S_OK == hr) |
| { |
| D3D11_TEXTURE2D_DESC texture_desc; |
| d3Texture->GetDesc(&texture_desc); |
| if (texture_desc.Format == DXGI_FORMAT_NV12) |
| { |
| srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; |
| srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel; |
| srvDesc.Texture2DArray.MipLevels = mipLevels; |
| srvDesc.Texture2DArray.FirstArraySlice = mArrayIndex; |
| srvDesc.Texture2DArray.ArraySize = 1; |
| |
| if (mBindChroma) |
| srvDesc.Format = DXGI_FORMAT_R8G8_UNORM; |
| else |
| srvDesc.Format = DXGI_FORMAT_R8_UNORM; |
| } |
| d3Texture->Release(); |
| } |
| |
| ID3D11Resource *srvTexture = texture; |
| |
| if (mRenderer->getWorkarounds().zeroMaxLodWorkaround) |
| { |
| ASSERT(mTopLevel == 0); |
| ASSERT(baseLevel == 0); |
| // This code also assumes that the incoming texture equals either mLevelZeroTexture or |
| // mTexture. |
| |
| if (mipLevels == 1 && mMipLevels > 1) |
| { |
| // We must use a SRV on the level-zero-only texture. |
| ASSERT(mLevelZeroTexture != nullptr && texture == mLevelZeroTexture); |
| srvTexture = mLevelZeroTexture; |
| } |
| else |
| { |
| ASSERT(mipLevels == static_cast<int>(mMipLevels)); |
| ASSERT(mTexture != nullptr && texture == mTexture); |
| srvTexture = mTexture; |
| } |
| } |
| |
| ID3D11Device *device = mRenderer->getDevice(); |
| HRESULT result = device->CreateShaderResourceView(srvTexture, &srvDesc, outSRV); |
| |
| ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result)); |
| if (FAILED(result)) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, |
| "Failed to create internal texture storage SRV, result: 0x%X.", result); |
| } |
| |
| d3d11::SetDebugName(*outSRV, "TexStorage2D.SRV"); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_2D::getSwizzleTexture(ID3D11Resource **outTexture) |
| { |
| ASSERT(outTexture); |
| |
| if (!mSwizzleTexture) |
| { |
| ID3D11Device *device = mRenderer->getDevice(); |
| |
| D3D11_TEXTURE2D_DESC desc; |
| desc.Width = mTextureWidth; |
| desc.Height = mTextureHeight; |
| desc.MipLevels = mMipLevels; |
| desc.ArraySize = 1; |
| desc.Format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).texFormat; |
| desc.SampleDesc.Count = 1; |
| desc.SampleDesc.Quality = 0; |
| desc.Usage = D3D11_USAGE_DEFAULT; |
| desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; |
| desc.CPUAccessFlags = 0; |
| desc.MiscFlags = 0; |
| |
| HRESULT result = device->CreateTexture2D(&desc, nullptr, &mSwizzleTexture); |
| |
| ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result)); |
| if (FAILED(result)) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, |
| "Failed to create internal swizzle texture, result: 0x%X.", result); |
| } |
| |
| d3d11::SetDebugName(mSwizzleTexture, "TexStorage2D.SwizzleTexture"); |
| } |
| |
| *outTexture = mSwizzleTexture; |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_2D::getSwizzleRenderTarget(int mipLevel, |
| const d3d11::RenderTargetView **outRTV) |
| { |
| ASSERT(mipLevel >= 0 && mipLevel < getLevelCount()); |
| ASSERT(outRTV); |
| |
| if (!mSwizzleRenderTargets[mipLevel].valid()) |
| { |
| ID3D11Resource *swizzleTexture = nullptr; |
| ANGLE_TRY(getSwizzleTexture(&swizzleTexture)); |
| |
| D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; |
| rtvDesc.Format = |
| mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat; |
| rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; |
| rtvDesc.Texture2D.MipSlice = mTopLevel + mipLevel; |
| |
| ANGLE_TRY(mRenderer->allocateResource(rtvDesc, mSwizzleTexture, |
| &mSwizzleRenderTargets[mipLevel])); |
| } |
| |
| *outRTV = &mSwizzleRenderTargets[mipLevel]; |
| return gl::NoError(); |
| } |
| |
| gl::ErrorOrResult<TextureStorage11::DropStencil> TextureStorage11_2D::ensureDropStencilTexture() |
| { |
| if (mDropStencilTexture) |
| { |
| return DropStencil::ALREADY_EXISTS; |
| } |
| |
| D3D11_TEXTURE2D_DESC dropDesc = {}; |
| dropDesc.ArraySize = 1; |
| dropDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL; |
| dropDesc.CPUAccessFlags = 0; |
| dropDesc.Format = DXGI_FORMAT_R32_TYPELESS; |
| dropDesc.Height = mTextureHeight; |
| dropDesc.MipLevels = mMipLevels; |
| dropDesc.MiscFlags = 0; |
| dropDesc.SampleDesc.Count = 1; |
| dropDesc.SampleDesc.Quality = 0; |
| dropDesc.Usage = D3D11_USAGE_DEFAULT; |
| dropDesc.Width = mTextureWidth; |
| |
| ID3D11Device *device = mRenderer->getDevice(); |
| |
| HRESULT hr = device->CreateTexture2D(&dropDesc, nullptr, &mDropStencilTexture); |
| if (FAILED(hr)) |
| { |
| return gl::InternalError() << "Error creating drop stencil texture."; |
| } |
| d3d11::SetDebugName(mDropStencilTexture, "TexStorage2D.DropStencil"); |
| |
| ANGLE_TRY(initDropStencilTexture(gl::ImageIndexIterator::Make2D(0, mMipLevels))); |
| |
| return DropStencil::CREATED; |
| } |
| |
| TextureStorage11_External::TextureStorage11_External( |
| Renderer11 *renderer, |
| egl::Stream *stream, |
| const egl::Stream::GLTextureDescription &glDesc) |
| : TextureStorage11(renderer, D3D11_BIND_SHADER_RESOURCE, 0, glDesc.internalFormat) |
| { |
| ASSERT(stream->getProducerType() == egl::Stream::ProducerType::D3D11TextureNV12); |
| StreamProducerNV12 *producer = static_cast<StreamProducerNV12 *>(stream->getImplementation()); |
| mTexture = producer->getD3DTexture(); |
| mSubresourceIndex = producer->getArraySlice(); |
| mTexture->AddRef(); |
| mMipLevels = 1; |
| |
| D3D11_TEXTURE2D_DESC desc; |
| mTexture->GetDesc(&desc); |
| mTextureWidth = desc.Width; |
| mTextureHeight = desc.Height; |
| mTextureDepth = 1; |
| mHasKeyedMutex = (desc.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0; |
| } |
| |
| TextureStorage11_External::~TextureStorage11_External() |
| { |
| SafeRelease(mTexture); |
| if (mHasKeyedMutex) |
| { |
| // If the keyed mutex is released that will unbind it and cause the state cache to become |
| // desynchronized. |
| mRenderer->getStateManager()->invalidateBoundViews(); |
| } |
| } |
| |
| gl::Error TextureStorage11_External::copyToStorage(TextureStorage *destStorage) |
| { |
| UNIMPLEMENTED(); |
| return gl::NoError(); |
| } |
| |
| void TextureStorage11_External::associateImage(Image11 *image, const gl::ImageIndex &index) |
| { |
| ASSERT(index.mipIndex == 0); |
| mAssociatedImage = image; |
| } |
| |
| void TextureStorage11_External::verifyAssociatedImageValid(const gl::ImageIndex &index, |
| Image11 *expectedImage) |
| { |
| ASSERT(index.mipIndex == 0 && mAssociatedImage == expectedImage); |
| } |
| |
| void TextureStorage11_External::disassociateImage(const gl::ImageIndex &index, |
| Image11 *expectedImage) |
| { |
| ASSERT(index.mipIndex == 0); |
| ASSERT(mAssociatedImage == expectedImage); |
| mAssociatedImage = nullptr; |
| } |
| |
| gl::Error TextureStorage11_External::releaseAssociatedImage(const gl::ImageIndex &index, |
| Image11 *incomingImage) |
| { |
| ASSERT(index.mipIndex == 0); |
| |
| if (mAssociatedImage != nullptr && mAssociatedImage != incomingImage) |
| { |
| mAssociatedImage->verifyAssociatedStorageValid(this); |
| |
| ANGLE_TRY(mAssociatedImage->recoverFromAssociatedStorage()); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_External::getResource(ID3D11Resource **outResource) |
| { |
| *outResource = mTexture; |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_External::getMippedResource(ID3D11Resource **outResource) |
| { |
| *outResource = mTexture; |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_External::getRenderTarget(const gl::ImageIndex &index, |
| RenderTargetD3D **outRT) |
| { |
| // Render targets are not supported for external textures |
| UNREACHABLE(); |
| return gl::Error(GL_INVALID_OPERATION); |
| } |
| |
| gl::Error TextureStorage11_External::createSRV(int baseLevel, |
| int mipLevels, |
| DXGI_FORMAT format, |
| ID3D11Resource *texture, |
| ID3D11ShaderResourceView **outSRV) const |
| { |
| // Since external textures are treates as non-mipmapped textures, we ignore mipmap levels and |
| // use the specified subresource ID the storage was created with. |
| ASSERT(mipLevels == 1); |
| ASSERT(outSRV); |
| |
| D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
| srvDesc.Format = format; |
| srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; |
| // subresource index is equal to the mip level for 2D textures |
| srvDesc.Texture2DArray.MostDetailedMip = 0; |
| srvDesc.Texture2DArray.MipLevels = 1; |
| srvDesc.Texture2DArray.FirstArraySlice = mSubresourceIndex; |
| srvDesc.Texture2DArray.ArraySize = 1; |
| |
| ID3D11Resource *srvTexture = texture; |
| |
| ID3D11Device *device = mRenderer->getDevice(); |
| HRESULT result = device->CreateShaderResourceView(srvTexture, &srvDesc, outSRV); |
| |
| ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result)); |
| if (FAILED(result)) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, |
| "Failed to create internal texture storage SRV, result: 0x%X.", result); |
| } |
| |
| d3d11::SetDebugName(*outSRV, "TexStorage2D.SRV"); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_External::getSwizzleTexture(ID3D11Resource **outTexture) |
| { |
| UNIMPLEMENTED(); |
| return gl::Error(GL_INVALID_OPERATION); |
| } |
| |
| gl::Error TextureStorage11_External::getSwizzleRenderTarget(int mipLevel, |
| const d3d11::RenderTargetView **outRTV) |
| { |
| UNIMPLEMENTED(); |
| return gl::Error(GL_INVALID_OPERATION); |
| } |
| |
| TextureStorage11_EGLImage::TextureStorage11_EGLImage(Renderer11 *renderer, |
| EGLImageD3D *eglImage, |
| RenderTarget11 *renderTarget11) |
| : TextureStorage11(renderer, |
| D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, |
| 0, |
| renderTarget11->getInternalFormat()), |
| mImage(eglImage), |
| mCurrentRenderTarget(0), |
| mSwizzleTexture(nullptr), |
| mSwizzleRenderTargets(gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) |
| { |
| mCurrentRenderTarget = reinterpret_cast<uintptr_t>(renderTarget11); |
| |
| mMipLevels = 1; |
| mTextureWidth = renderTarget11->getWidth(); |
| mTextureHeight = renderTarget11->getHeight(); |
| mTextureDepth = 1; |
| } |
| |
| TextureStorage11_EGLImage::~TextureStorage11_EGLImage() |
| { |
| SafeRelease(mSwizzleTexture); |
| } |
| |
| gl::Error TextureStorage11_EGLImage::getResource(ID3D11Resource **outResource) |
| { |
| ANGLE_TRY(checkForUpdatedRenderTarget()); |
| |
| RenderTarget11 *renderTarget11 = nullptr; |
| ANGLE_TRY(getImageRenderTarget(&renderTarget11)); |
| *outResource = renderTarget11->getTexture(); |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_EGLImage::getSRV(const gl::TextureState &textureState, |
| ID3D11ShaderResourceView **outSRV) |
| { |
| ANGLE_TRY(checkForUpdatedRenderTarget()); |
| return TextureStorage11::getSRV(textureState, outSRV); |
| } |
| |
| gl::Error TextureStorage11_EGLImage::getMippedResource(ID3D11Resource **) |
| { |
| // This shouldn't be called unless the zero max LOD workaround is active. |
| // EGL images are unavailable in this configuration. |
| UNREACHABLE(); |
| return gl::Error(GL_INVALID_OPERATION); |
| } |
| |
| gl::Error TextureStorage11_EGLImage::getRenderTarget(const gl::ImageIndex &index, |
| RenderTargetD3D **outRT) |
| { |
| ASSERT(!index.hasLayer()); |
| ASSERT(index.mipIndex == 0); |
| |
| ANGLE_TRY(checkForUpdatedRenderTarget()); |
| |
| return mImage->getRenderTarget(outRT); |
| } |
| |
| gl::Error TextureStorage11_EGLImage::copyToStorage(TextureStorage *destStorage) |
| { |
| ID3D11Resource *sourceResouce = nullptr; |
| ANGLE_TRY(getResource(&sourceResouce)); |
| |
| ASSERT(destStorage); |
| TextureStorage11_2D *dest11 = GetAs<TextureStorage11_2D>(destStorage); |
| ID3D11Resource *destResource = nullptr; |
| ANGLE_TRY(dest11->getResource(&destResource)); |
| |
| ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext(); |
| immediateContext->CopyResource(destResource, sourceResouce); |
| |
| dest11->markDirty(); |
| |
| return gl::NoError(); |
| } |
| |
| void TextureStorage11_EGLImage::associateImage(Image11 *, const gl::ImageIndex &) |
| { |
| } |
| |
| void TextureStorage11_EGLImage::disassociateImage(const gl::ImageIndex &, Image11 *) |
| { |
| } |
| |
| void TextureStorage11_EGLImage::verifyAssociatedImageValid(const gl::ImageIndex &, Image11 *) |
| { |
| } |
| |
| gl::Error TextureStorage11_EGLImage::releaseAssociatedImage(const gl::ImageIndex &, Image11 *) |
| { |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_EGLImage::useLevelZeroWorkaroundTexture(bool) |
| { |
| UNREACHABLE(); |
| return gl::Error(GL_INVALID_OPERATION); |
| } |
| |
| gl::Error TextureStorage11_EGLImage::getSwizzleTexture(ID3D11Resource **outTexture) |
| { |
| ASSERT(outTexture); |
| |
| if (!mSwizzleTexture) |
| { |
| ID3D11Device *device = mRenderer->getDevice(); |
| |
| D3D11_TEXTURE2D_DESC desc; |
| desc.Width = mTextureWidth; |
| desc.Height = mTextureHeight; |
| desc.MipLevels = mMipLevels; |
| desc.ArraySize = 1; |
| desc.Format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).texFormat; |
| desc.SampleDesc.Count = 1; |
| desc.SampleDesc.Quality = 0; |
| desc.Usage = D3D11_USAGE_DEFAULT; |
| desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; |
| desc.CPUAccessFlags = 0; |
| desc.MiscFlags = 0; |
| |
| HRESULT result = device->CreateTexture2D(&desc, nullptr, &mSwizzleTexture); |
| |
| ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result)); |
| if (FAILED(result)) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, |
| "Failed to create internal swizzle texture, result: 0x%X.", result); |
| } |
| |
| d3d11::SetDebugName(mSwizzleTexture, "TexStorageEGLImage.SwizzleTexture"); |
| } |
| |
| *outTexture = mSwizzleTexture; |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_EGLImage::getSwizzleRenderTarget(int mipLevel, |
| const d3d11::RenderTargetView **outRTV) |
| { |
| ASSERT(mipLevel >= 0 && mipLevel < getLevelCount()); |
| ASSERT(outRTV); |
| |
| if (!mSwizzleRenderTargets[mipLevel].valid()) |
| { |
| ID3D11Resource *swizzleTexture = nullptr; |
| ANGLE_TRY(getSwizzleTexture(&swizzleTexture)); |
| |
| D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; |
| rtvDesc.Format = |
| mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat; |
| rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; |
| rtvDesc.Texture2D.MipSlice = mTopLevel + mipLevel; |
| |
| ANGLE_TRY(mRenderer->allocateResource(rtvDesc, mSwizzleTexture, |
| &mSwizzleRenderTargets[mipLevel])); |
| } |
| |
| *outRTV = &mSwizzleRenderTargets[mipLevel]; |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_EGLImage::checkForUpdatedRenderTarget() |
| { |
| RenderTarget11 *renderTarget11 = nullptr; |
| ANGLE_TRY(getImageRenderTarget(&renderTarget11)); |
| |
| if (mCurrentRenderTarget != reinterpret_cast<uintptr_t>(renderTarget11)) |
| { |
| clearSRVCache(); |
| mCurrentRenderTarget = reinterpret_cast<uintptr_t>(renderTarget11); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_EGLImage::createSRV(int baseLevel, |
| int mipLevels, |
| DXGI_FORMAT format, |
| ID3D11Resource *texture, |
| ID3D11ShaderResourceView **outSRV) const |
| { |
| ASSERT(baseLevel == 0); |
| ASSERT(mipLevels == 1); |
| ASSERT(outSRV); |
| |
| // Create a new SRV only for the swizzle texture. Otherwise just return the Image's |
| // RenderTarget's SRV. |
| if (texture == mSwizzleTexture) |
| { |
| D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
| srvDesc.Format = format; |
| srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; |
| srvDesc.Texture2D.MostDetailedMip = mTopLevel + baseLevel; |
| srvDesc.Texture2D.MipLevels = mipLevels; |
| |
| ID3D11Device *device = mRenderer->getDevice(); |
| HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV); |
| |
| ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result)); |
| if (FAILED(result)) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, |
| "Failed to create internal texture storage SRV, result: 0x%X.", |
| result); |
| } |
| |
| d3d11::SetDebugName(*outSRV, "TexStorageEGLImage.SRV"); |
| } |
| else |
| { |
| RenderTarget11 *renderTarget = nullptr; |
| ANGLE_TRY(getImageRenderTarget(&renderTarget)); |
| |
| ASSERT(texture == renderTarget->getTexture()); |
| |
| *outSRV = renderTarget->getShaderResourceView(); |
| (*outSRV)->AddRef(); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_EGLImage::getImageRenderTarget(RenderTarget11 **outRT) const |
| { |
| RenderTargetD3D *renderTargetD3D = nullptr; |
| ANGLE_TRY(mImage->getRenderTarget(&renderTargetD3D)); |
| *outRT = GetAs<RenderTarget11>(renderTargetD3D); |
| return gl::NoError(); |
| } |
| |
| TextureStorage11_Cube::TextureStorage11_Cube(Renderer11 *renderer, |
| GLenum internalformat, |
| bool renderTarget, |
| int size, |
| int levels, |
| bool hintLevelZeroOnly) |
| : TextureStorage11( |
| renderer, |
| GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget), |
| GetTextureMiscFlags(internalformat, |
| renderer->getRenderer11DeviceCaps(), |
| renderTarget, |
| levels), |
| internalformat), |
| mTexture(nullptr), |
| mLevelZeroTexture(nullptr), |
| mUseLevelZeroTexture(hintLevelZeroOnly && levels > 1), |
| mSwizzleTexture(nullptr) |
| { |
| for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) |
| { |
| for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++) |
| { |
| mAssociatedImages[face][level] = nullptr; |
| mRenderTarget[face][level] = nullptr; |
| } |
| } |
| |
| for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++) |
| { |
| mLevelZeroRenderTarget[face] = nullptr; |
| } |
| |
| // adjust size if needed for compressed textures |
| int height = size; |
| d3d11::MakeValidSize(false, mFormatInfo.texFormat, &size, &height, &mTopLevel); |
| |
| mMipLevels = mTopLevel + levels; |
| mTextureWidth = size; |
| mTextureHeight = size; |
| mTextureDepth = 1; |
| |
| // The LevelZeroOnly hint should only be true if the zero max LOD workaround is active. |
| ASSERT(!mUseLevelZeroTexture || mRenderer->getWorkarounds().zeroMaxLodWorkaround); |
| } |
| |
| TextureStorage11_Cube::~TextureStorage11_Cube() |
| { |
| for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) |
| { |
| for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++) |
| { |
| if (mAssociatedImages[face][level] != nullptr) |
| { |
| mAssociatedImages[face][level]->verifyAssociatedStorageValid(this); |
| |
| // We must let the Images recover their data before we delete it from the |
| // TextureStorage. |
| mAssociatedImages[face][level]->recoverFromAssociatedStorage(); |
| } |
| } |
| } |
| |
| SafeRelease(mTexture); |
| SafeRelease(mSwizzleTexture); |
| SafeRelease(mLevelZeroTexture); |
| |
| for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++) |
| { |
| SafeDelete(mLevelZeroRenderTarget[face]); |
| } |
| |
| for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) |
| { |
| for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++) |
| { |
| SafeDelete(mRenderTarget[face][level]); |
| } |
| } |
| } |
| |
| UINT TextureStorage11_Cube::getSubresourceIndex(const gl::ImageIndex &index) const |
| { |
| if (mRenderer->getWorkarounds().zeroMaxLodWorkaround && mUseLevelZeroTexture && |
| index.mipIndex == 0) |
| { |
| UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0); |
| UINT subresource = D3D11CalcSubresource(0, arraySlice, 1); |
| ASSERT(subresource != std::numeric_limits<UINT>::max()); |
| return subresource; |
| } |
| else |
| { |
| UINT mipSlice = static_cast<UINT>(index.mipIndex + mTopLevel); |
| UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0); |
| UINT subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels); |
| ASSERT(subresource != std::numeric_limits<UINT>::max()); |
| return subresource; |
| } |
| } |
| |
| gl::Error TextureStorage11_Cube::copyToStorage(TextureStorage *destStorage) |
| { |
| ASSERT(destStorage); |
| |
| TextureStorage11_Cube *dest11 = GetAs<TextureStorage11_Cube>(destStorage); |
| |
| if (mRenderer->getWorkarounds().zeroMaxLodWorkaround) |
| { |
| ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext(); |
| |
| // If either mTexture or mLevelZeroTexture exist, then we need to copy them into the |
| // corresponding textures in destStorage. |
| if (mTexture) |
| { |
| ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(false)); |
| |
| ID3D11Resource *destResource = nullptr; |
| ANGLE_TRY(dest11->getResource(&destResource)); |
| |
| immediateContext->CopyResource(destResource, mTexture); |
| } |
| |
| if (mLevelZeroTexture) |
| { |
| ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(true)); |
| |
| ID3D11Resource *destResource = nullptr; |
| ANGLE_TRY(dest11->getResource(&destResource)); |
| |
| immediateContext->CopyResource(destResource, mLevelZeroTexture); |
| } |
| } |
| else |
| { |
| ID3D11Resource *sourceResouce = nullptr; |
| ANGLE_TRY(getResource(&sourceResouce)); |
| |
| ID3D11Resource *destResource = nullptr; |
| ANGLE_TRY(dest11->getResource(&destResource)); |
| |
| ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext(); |
| immediateContext->CopyResource(destResource, sourceResouce); |
| } |
| |
| dest11->markDirty(); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_Cube::useLevelZeroWorkaroundTexture(bool useLevelZeroTexture) |
| { |
| if (useLevelZeroTexture && mMipLevels > 1) |
| { |
| if (!mUseLevelZeroTexture && mTexture) |
| { |
| ANGLE_TRY(ensureTextureExists(1)); |
| |
| // Pull data back from the mipped texture if necessary. |
| ASSERT(mLevelZeroTexture); |
| ID3D11DeviceContext *context = mRenderer->getDeviceContext(); |
| |
| for (int face = 0; face < 6; face++) |
| { |
| context->CopySubresourceRegion(mLevelZeroTexture, D3D11CalcSubresource(0, face, 1), |
| 0, 0, 0, mTexture, face * mMipLevels, nullptr); |
| } |
| } |
| |
| mUseLevelZeroTexture = true; |
| } |
| else |
| { |
| if (mUseLevelZeroTexture && mLevelZeroTexture) |
| { |
| ANGLE_TRY(ensureTextureExists(mMipLevels)); |
| |
| // Pull data back from the level zero texture if necessary. |
| ASSERT(mTexture); |
| ID3D11DeviceContext *context = mRenderer->getDeviceContext(); |
| |
| for (int face = 0; face < 6; face++) |
| { |
| context->CopySubresourceRegion(mTexture, D3D11CalcSubresource(0, face, mMipLevels), |
| 0, 0, 0, mLevelZeroTexture, face, nullptr); |
| } |
| } |
| |
| mUseLevelZeroTexture = false; |
| } |
| |
| return gl::NoError(); |
| } |
| |
| void TextureStorage11_Cube::associateImage(Image11 *image, const gl::ImageIndex &index) |
| { |
| const GLint level = index.mipIndex; |
| const GLint layerTarget = index.layerIndex; |
| |
| ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT)); |
| |
| if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) |
| { |
| if (0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT)) |
| { |
| mAssociatedImages[layerTarget][level] = image; |
| } |
| } |
| } |
| |
| void TextureStorage11_Cube::verifyAssociatedImageValid(const gl::ImageIndex &index, |
| Image11 *expectedImage) |
| { |
| const GLint level = index.mipIndex; |
| const GLint layerTarget = index.layerIndex; |
| |
| ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT)); |
| // This validation check should never return false. It means the Image/TextureStorage |
| // association is broken. |
| ASSERT(mAssociatedImages[layerTarget][level] == expectedImage); |
| } |
| |
| // disassociateImage allows an Image to end its association with a Storage. |
| void TextureStorage11_Cube::disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage) |
| { |
| const GLint level = index.mipIndex; |
| const GLint layerTarget = index.layerIndex; |
| |
| ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT)); |
| ASSERT(mAssociatedImages[layerTarget][level] == expectedImage); |
| mAssociatedImages[layerTarget][level] = nullptr; |
| } |
| |
| // releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image |
| // recover its data before ending the association. |
| gl::Error TextureStorage11_Cube::releaseAssociatedImage(const gl::ImageIndex &index, |
| Image11 *incomingImage) |
| { |
| const GLint level = index.mipIndex; |
| const GLint layerTarget = index.layerIndex; |
| |
| ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT)); |
| |
| if ((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)) |
| { |
| if (0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT)) |
| { |
| // No need to let the old Image recover its data, if it is also the incoming Image. |
| if (mAssociatedImages[layerTarget][level] != nullptr && |
| mAssociatedImages[layerTarget][level] != incomingImage) |
| { |
| // Ensure that the Image is still associated with this TextureStorage. |
| mAssociatedImages[layerTarget][level]->verifyAssociatedStorageValid(this); |
| |
| // Force the image to recover from storage before its data is overwritten. |
| // This will reset mAssociatedImages[level] to nullptr too. |
| ANGLE_TRY(mAssociatedImages[layerTarget][level]->recoverFromAssociatedStorage()); |
| } |
| } |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_Cube::getResource(ID3D11Resource **outResource) |
| { |
| if (mUseLevelZeroTexture && mMipLevels > 1) |
| { |
| ANGLE_TRY(ensureTextureExists(1)); |
| *outResource = mLevelZeroTexture; |
| return gl::NoError(); |
| } |
| else |
| { |
| ANGLE_TRY(ensureTextureExists(mMipLevels)); |
| *outResource = mTexture; |
| return gl::NoError(); |
| } |
| } |
| |
| gl::Error TextureStorage11_Cube::getMippedResource(ID3D11Resource **outResource) |
| { |
| // This shouldn't be called unless the zero max LOD workaround is active. |
| ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround); |
| |
| ANGLE_TRY(ensureTextureExists(mMipLevels)); |
| *outResource = mTexture; |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_Cube::ensureTextureExists(int mipLevels) |
| { |
| // If mMipLevels = 1 then always use mTexture rather than mLevelZeroTexture. |
| bool useLevelZeroTexture = mRenderer->getWorkarounds().zeroMaxLodWorkaround |
| ? (mipLevels == 1) && (mMipLevels > 1) |
| : false; |
| ID3D11Texture2D **outputTexture = useLevelZeroTexture ? &mLevelZeroTexture : &mTexture; |
| |
| // if the size is not positive this should be treated as an incomplete texture |
| // we handle that here by skipping the d3d texture creation |
| if (*outputTexture == nullptr && mTextureWidth > 0 && mTextureHeight > 0) |
| { |
| ASSERT(mMipLevels > 0); |
| |
| ID3D11Device *device = mRenderer->getDevice(); |
| |
| D3D11_TEXTURE2D_DESC desc; |
| desc.Width = mTextureWidth; |
| desc.Height = mTextureHeight; |
| desc.MipLevels = mipLevels; |
| desc.ArraySize = CUBE_FACE_COUNT; |
| desc.Format = mFormatInfo.texFormat; |
| desc.SampleDesc.Count = 1; |
| desc.SampleDesc.Quality = 0; |
| desc.Usage = D3D11_USAGE_DEFAULT; |
| desc.BindFlags = getBindFlags(); |
| desc.CPUAccessFlags = 0; |
| desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE | getMiscFlags(); |
| |
| HRESULT result = device->CreateTexture2D(&desc, nullptr, outputTexture); |
| |
| // this can happen from windows TDR |
| if (d3d11::isDeviceLostError(result)) |
| { |
| mRenderer->notifyDeviceLost(); |
| return gl::Error(GL_OUT_OF_MEMORY, |
| "Failed to create cube texture storage, result: 0x%X.", result); |
| } |
| else if (FAILED(result)) |
| { |
| ASSERT(result == E_OUTOFMEMORY); |
| return gl::Error(GL_OUT_OF_MEMORY, |
| "Failed to create cube texture storage, result: 0x%X.", result); |
| } |
| |
| d3d11::SetDebugName(*outputTexture, "TexStorageCube.Texture"); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_Cube::createRenderTargetSRV(ID3D11Resource *texture, |
| const gl::ImageIndex &index, |
| DXGI_FORMAT resourceFormat, |
| ID3D11ShaderResourceView **srv) const |
| { |
| ID3D11Device *device = mRenderer->getDevice(); |
| D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
| srvDesc.Format = resourceFormat; |
| srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + index.mipIndex; |
| srvDesc.Texture2DArray.MipLevels = 1; |
| srvDesc.Texture2DArray.FirstArraySlice = index.layerIndex; |
| srvDesc.Texture2DArray.ArraySize = 1; |
| |
| if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3) |
| { |
| srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; |
| } |
| else |
| { |
| // Will be used with Texture2D sampler, not TextureCube |
| srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; |
| } |
| |
| HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, srv); |
| |
| ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result)); |
| if (FAILED(result)) |
| { |
| return gl::Error( |
| GL_OUT_OF_MEMORY, |
| "Failed to create internal shader resource view for texture storage, result: 0x%X.", |
| result); |
| } |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index, |
| RenderTargetD3D **outRT) |
| { |
| const int faceIndex = index.layerIndex; |
| const int level = index.mipIndex; |
| |
| ASSERT(level >= 0 && level < getLevelCount()); |
| ASSERT(faceIndex >= 0 && faceIndex < static_cast<GLint>(CUBE_FACE_COUNT)); |
| |
| if (!mRenderTarget[faceIndex][level]) |
| { |
| ID3D11Device *device = mRenderer->getDevice(); |
| HRESULT result; |
| |
| ID3D11Resource *texture = nullptr; |
| ANGLE_TRY(getResource(&texture)); |
| |
| if (mUseLevelZeroTexture) |
| { |
| if (!mLevelZeroRenderTarget[faceIndex]) |
| { |
| D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; |
| rtvDesc.Format = mFormatInfo.rtvFormat; |
| rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; |
| rtvDesc.Texture2DArray.MipSlice = mTopLevel + level; |
| rtvDesc.Texture2DArray.FirstArraySlice = faceIndex; |
| rtvDesc.Texture2DArray.ArraySize = 1; |
| |
| d3d11::RenderTargetView rtv; |
| ANGLE_TRY(mRenderer->allocateResource(rtvDesc, mLevelZeroTexture, &rtv)); |
| |
| mLevelZeroRenderTarget[faceIndex] = new TextureRenderTarget11( |
| std::move(rtv), mLevelZeroTexture, nullptr, nullptr, mFormatInfo.internalFormat, |
| getFormatSet(), getLevelWidth(level), getLevelHeight(level), 1, 0); |
| } |
| |
| ASSERT(outRT); |
| *outRT = mLevelZeroRenderTarget[faceIndex]; |
| return gl::NoError(); |
| } |
| |
| ID3D11ShaderResourceView *srv = nullptr; |
| ANGLE_TRY(createRenderTargetSRV(texture, index, mFormatInfo.srvFormat, &srv)); |
| ID3D11ShaderResourceView *blitSRV = nullptr; |
| if (mFormatInfo.blitSRVFormat != mFormatInfo.srvFormat) |
| { |
| gl::Error error = |
| createRenderTargetSRV(texture, index, mFormatInfo.blitSRVFormat, &blitSRV); |
| if (error.isError()) |
| { |
| SafeRelease(srv); |
| return error; |
| } |
| } |
| else |
| { |
| blitSRV = srv; |
| blitSRV->AddRef(); |
| } |
| |
| d3d11::SetDebugName(srv, "TexStorageCube.RenderTargetSRV"); |
| |
| if (mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN) |
| { |
| D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; |
| rtvDesc.Format = mFormatInfo.rtvFormat; |
| rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; |
| rtvDesc.Texture2DArray.MipSlice = mTopLevel + level; |
| rtvDesc.Texture2DArray.FirstArraySlice = faceIndex; |
| rtvDesc.Texture2DArray.ArraySize = 1; |
| |
| d3d11::RenderTargetView rtv; |
| gl::Error err = mRenderer->allocateResource(rtvDesc, texture, &rtv); |
| |
| if (err.isError()) |
| { |
| SafeRelease(srv); |
| SafeRelease(blitSRV); |
| return err; |
| } |
| |
| rtv.setDebugName("TexStorageCube.RenderTargetRTV"); |
| |
| mRenderTarget[faceIndex][level] = new TextureRenderTarget11( |
| std::move(rtv), texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(), |
| getLevelWidth(level), getLevelHeight(level), 1, 0); |
| |
| SafeRelease(srv); |
| SafeRelease(blitSRV); |
| } |
| else if (mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN) |
| { |
| D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; |
| dsvDesc.Format = mFormatInfo.dsvFormat; |
| dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY; |
| dsvDesc.Flags = 0; |
| dsvDesc.Texture2DArray.MipSlice = mTopLevel + level; |
| dsvDesc.Texture2DArray.FirstArraySlice = faceIndex; |
| dsvDesc.Texture2DArray.ArraySize = 1; |
| |
| ID3D11DepthStencilView *dsv; |
| result = device->CreateDepthStencilView(texture, &dsvDesc, &dsv); |
| |
| ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result)); |
| if (FAILED(result)) |
| { |
| SafeRelease(srv); |
| SafeRelease(blitSRV); |
| return gl::Error(GL_OUT_OF_MEMORY, |
| "Failed to create internal depth stencil view for texture " |
| "storage, result: 0x%X.", |
| result); |
| } |
| |
| d3d11::SetDebugName(dsv, "TexStorageCube.RenderTargetDSV"); |
| |
| mRenderTarget[faceIndex][level] = new TextureRenderTarget11( |
| dsv, texture, srv, mFormatInfo.internalFormat, getFormatSet(), getLevelWidth(level), |
| getLevelHeight(level), 1, 0); |
| |
| // RenderTarget will take ownership of these resources |
| SafeRelease(dsv); |
| SafeRelease(srv); |
| SafeRelease(blitSRV); |
| } |
| else |
| { |
| UNREACHABLE(); |
| } |
| } |
| |
| ASSERT(outRT); |
| *outRT = mRenderTarget[faceIndex][level]; |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_Cube::createSRV(int baseLevel, |
| int mipLevels, |
| DXGI_FORMAT format, |
| ID3D11Resource *texture, |
| ID3D11ShaderResourceView **outSRV) const |
| { |
| ASSERT(outSRV); |
| |
| D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
| srvDesc.Format = format; |
| |
| // Unnormalized integer cube maps are not supported by DX11; we emulate them as an array of six |
| // 2D textures |
| const GLenum componentType = d3d11::GetComponentType(format); |
| if (componentType == GL_INT || componentType == GL_UNSIGNED_INT) |
| { |
| srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; |
| srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel; |
| srvDesc.Texture2DArray.MipLevels = mipLevels; |
| srvDesc.Texture2DArray.FirstArraySlice = 0; |
| srvDesc.Texture2DArray.ArraySize = CUBE_FACE_COUNT; |
| } |
| else |
| { |
| srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; |
| srvDesc.TextureCube.MipLevels = mipLevels; |
| srvDesc.TextureCube.MostDetailedMip = mTopLevel + baseLevel; |
| } |
| |
| ID3D11Resource *srvTexture = texture; |
| |
| if (mRenderer->getWorkarounds().zeroMaxLodWorkaround) |
| { |
| ASSERT(mTopLevel == 0); |
| ASSERT(baseLevel == 0); |
| // This code also assumes that the incoming texture equals either mLevelZeroTexture or |
| // mTexture. |
| |
| if (mipLevels == 1 && mMipLevels > 1) |
| { |
| // We must use a SRV on the level-zero-only texture. |
| ASSERT(mLevelZeroTexture != nullptr && texture == mLevelZeroTexture); |
| srvTexture = mLevelZeroTexture; |
| } |
| else |
| { |
| ASSERT(mipLevels == static_cast<int>(mMipLevels)); |
| ASSERT(mTexture != nullptr && texture == mTexture); |
| srvTexture = mTexture; |
| } |
| } |
| |
| ID3D11Device *device = mRenderer->getDevice(); |
| HRESULT result = device->CreateShaderResourceView(srvTexture, &srvDesc, outSRV); |
| |
| ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result)); |
| if (FAILED(result)) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, |
| "Failed to create internal texture storage SRV, result: 0x%X.", result); |
| } |
| |
| d3d11::SetDebugName(*outSRV, "TexStorageCube.SRV"); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_Cube::getSwizzleTexture(ID3D11Resource **outTexture) |
| { |
| ASSERT(outTexture); |
| |
| if (!mSwizzleTexture) |
| { |
| ID3D11Device *device = mRenderer->getDevice(); |
| |
| D3D11_TEXTURE2D_DESC desc; |
| desc.Width = mTextureWidth; |
| desc.Height = mTextureHeight; |
| desc.MipLevels = mMipLevels; |
| desc.ArraySize = CUBE_FACE_COUNT; |
| desc.Format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).texFormat; |
| desc.SampleDesc.Count = 1; |
| desc.SampleDesc.Quality = 0; |
| desc.Usage = D3D11_USAGE_DEFAULT; |
| desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; |
| desc.CPUAccessFlags = 0; |
| desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE; |
| |
| HRESULT result = device->CreateTexture2D(&desc, nullptr, &mSwizzleTexture); |
| |
| ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result)); |
| if (FAILED(result)) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, |
| "Failed to create internal swizzle texture, result: 0x%X.", result); |
| } |
| |
| d3d11::SetDebugName(*outTexture, "TexStorageCube.SwizzleTexture"); |
| } |
| |
| *outTexture = mSwizzleTexture; |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_Cube::getSwizzleRenderTarget(int mipLevel, |
| const d3d11::RenderTargetView **outRTV) |
| { |
| ASSERT(mipLevel >= 0 && mipLevel < getLevelCount()); |
| ASSERT(outRTV); |
| |
| if (!mSwizzleRenderTargets[mipLevel].valid()) |
| { |
| ID3D11Resource *swizzleTexture = nullptr; |
| ANGLE_TRY(getSwizzleTexture(&swizzleTexture)); |
| |
| D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; |
| rtvDesc.Format = |
| mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat; |
| rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; |
| rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel; |
| rtvDesc.Texture2DArray.FirstArraySlice = 0; |
| rtvDesc.Texture2DArray.ArraySize = CUBE_FACE_COUNT; |
| |
| ANGLE_TRY(mRenderer->allocateResource(rtvDesc, mSwizzleTexture, |
| &mSwizzleRenderTargets[mipLevel])); |
| } |
| |
| *outRTV = &mSwizzleRenderTargets[mipLevel]; |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11::initDropStencilTexture(const gl::ImageIndexIterator &it) |
| { |
| ID3D11Resource *resource = nullptr; |
| ANGLE_TRY(getResource(&resource)); |
| TextureHelper11 sourceTexture = TextureHelper11::MakeAndReference(resource, mFormatInfo); |
| TextureHelper11 destTexture = TextureHelper11::MakeAndReference( |
| mDropStencilTexture, |
| d3d11::Format::Get(GL_DEPTH_COMPONENT32F, mRenderer->getRenderer11DeviceCaps())); |
| |
| gl::ImageIndexIterator itCopy = it; |
| |
| while (itCopy.hasNext()) |
| { |
| gl::ImageIndex index = itCopy.next(); |
| gl::Box wholeArea(0, 0, 0, getLevelWidth(index.mipIndex), getLevelHeight(index.mipIndex), |
| 1); |
| gl::Extents wholeSize(wholeArea.width, wholeArea.height, 1); |
| UINT subresource = getSubresourceIndex(index); |
| ANGLE_TRY(mRenderer->getBlitter()->copyDepthStencil(sourceTexture, subresource, wholeArea, |
| wholeSize, destTexture, subresource, |
| wholeArea, wholeSize, nullptr)); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::ErrorOrResult<TextureStorage11::DropStencil> TextureStorage11_Cube::ensureDropStencilTexture() |
| { |
| if (mDropStencilTexture) |
| { |
| return DropStencil::ALREADY_EXISTS; |
| } |
| |
| D3D11_TEXTURE2D_DESC dropDesc = {}; |
| dropDesc.ArraySize = 6; |
| dropDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL; |
| dropDesc.CPUAccessFlags = 0; |
| dropDesc.Format = DXGI_FORMAT_R32_TYPELESS; |
| dropDesc.Height = mTextureHeight; |
| dropDesc.MipLevels = mMipLevels; |
| dropDesc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE; |
| dropDesc.SampleDesc.Count = 1; |
| dropDesc.SampleDesc.Quality = 0; |
| dropDesc.Usage = D3D11_USAGE_DEFAULT; |
| dropDesc.Width = mTextureWidth; |
| |
| ID3D11Device *device = mRenderer->getDevice(); |
| |
| HRESULT hr = device->CreateTexture2D(&dropDesc, nullptr, &mDropStencilTexture); |
| if (FAILED(hr)) |
| { |
| return gl::InternalError() << "Error creating drop stencil texture."; |
| } |
| d3d11::SetDebugName(mDropStencilTexture, "TexStorageCube.DropStencil"); |
| |
| ANGLE_TRY(initDropStencilTexture(gl::ImageIndexIterator::MakeCube(0, mMipLevels))); |
| |
| return DropStencil::CREATED; |
| } |
| |
| TextureStorage11_3D::TextureStorage11_3D(Renderer11 *renderer, |
| GLenum internalformat, |
| bool renderTarget, |
| GLsizei width, |
| GLsizei height, |
| GLsizei depth, |
| int levels) |
| : TextureStorage11( |
| renderer, |
| GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget), |
| GetTextureMiscFlags(internalformat, |
| renderer->getRenderer11DeviceCaps(), |
| renderTarget, |
| levels), |
| internalformat) |
| { |
| mTexture = nullptr; |
| mSwizzleTexture = nullptr; |
| |
| for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) |
| { |
| mAssociatedImages[i] = nullptr; |
| mLevelRenderTargets[i] = nullptr; |
| } |
| |
| // adjust size if needed for compressed textures |
| d3d11::MakeValidSize(false, mFormatInfo.texFormat, &width, &height, &mTopLevel); |
| |
| mMipLevels = mTopLevel + levels; |
| mTextureWidth = width; |
| mTextureHeight = height; |
| mTextureDepth = depth; |
| } |
| |
| TextureStorage11_3D::~TextureStorage11_3D() |
| { |
| for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) |
| { |
| if (mAssociatedImages[i] != nullptr) |
| { |
| mAssociatedImages[i]->verifyAssociatedStorageValid(this); |
| |
| // We must let the Images recover their data before we delete it from the |
| // TextureStorage. |
| mAssociatedImages[i]->recoverFromAssociatedStorage(); |
| } |
| } |
| |
| SafeRelease(mTexture); |
| SafeRelease(mSwizzleTexture); |
| |
| for (RenderTargetMap::iterator i = mLevelLayerRenderTargets.begin(); |
| i != mLevelLayerRenderTargets.end(); i++) |
| { |
| SafeDelete(i->second); |
| } |
| mLevelLayerRenderTargets.clear(); |
| |
| for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) |
| { |
| SafeDelete(mLevelRenderTargets[i]); |
| } |
| } |
| |
| void TextureStorage11_3D::associateImage(Image11 *image, const gl::ImageIndex &index) |
| { |
| const GLint level = index.mipIndex; |
| |
| ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| |
| if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) |
| { |
| mAssociatedImages[level] = image; |
| } |
| } |
| |
| void TextureStorage11_3D::verifyAssociatedImageValid(const gl::ImageIndex &index, |
| Image11 *expectedImage) |
| { |
| const GLint level = index.mipIndex; |
| |
| ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| // This validation check should never return false. It means the Image/TextureStorage |
| // association is broken. |
| ASSERT(mAssociatedImages[level] == expectedImage); |
| } |
| |
| // disassociateImage allows an Image to end its association with a Storage. |
| void TextureStorage11_3D::disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage) |
| { |
| const GLint level = index.mipIndex; |
| |
| ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| ASSERT(mAssociatedImages[level] == expectedImage); |
| mAssociatedImages[level] = nullptr; |
| } |
| |
| // releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image |
| // recover its data before ending the association. |
| gl::Error TextureStorage11_3D::releaseAssociatedImage(const gl::ImageIndex &index, |
| Image11 *incomingImage) |
| { |
| const GLint level = index.mipIndex; |
| |
| ASSERT((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)); |
| |
| if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) |
| { |
| // No need to let the old Image recover its data, if it is also the incoming Image. |
| if (mAssociatedImages[level] != nullptr && mAssociatedImages[level] != incomingImage) |
| { |
| // Ensure that the Image is still associated with this TextureStorage. |
| mAssociatedImages[level]->verifyAssociatedStorageValid(this); |
| |
| // Force the image to recover from storage before its data is overwritten. |
| // This will reset mAssociatedImages[level] to nullptr too. |
| ANGLE_TRY(mAssociatedImages[level]->recoverFromAssociatedStorage()); |
| } |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_3D::getResource(ID3D11Resource **outResource) |
| { |
| // If the width, height or depth are not positive this should be treated as an incomplete |
| // texture. We handle that here by skipping the d3d texture creation. |
| if (mTexture == nullptr && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0) |
| { |
| ASSERT(mMipLevels > 0); |
| |
| ID3D11Device *device = mRenderer->getDevice(); |
| |
| D3D11_TEXTURE3D_DESC desc; |
| desc.Width = mTextureWidth; |
| desc.Height = mTextureHeight; |
| desc.Depth = mTextureDepth; |
| desc.MipLevels = mMipLevels; |
| desc.Format = mFormatInfo.texFormat; |
| desc.Usage = D3D11_USAGE_DEFAULT; |
| desc.BindFlags = getBindFlags(); |
| desc.CPUAccessFlags = 0; |
| desc.MiscFlags = getMiscFlags(); |
| |
| HRESULT result = device->CreateTexture3D(&desc, nullptr, &mTexture); |
| |
| // this can happen from windows TDR |
| if (d3d11::isDeviceLostError(result)) |
| { |
| mRenderer->notifyDeviceLost(); |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 3D texture storage, result: 0x%X.", |
| result); |
| } |
| else if (FAILED(result)) |
| { |
| ASSERT(result == E_OUTOFMEMORY); |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 3D texture storage, result: 0x%X.", |
| result); |
| } |
| |
| d3d11::SetDebugName(mTexture, "TexStorage3D.Texture"); |
| } |
| |
| *outResource = mTexture; |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_3D::createSRV(int baseLevel, |
| int mipLevels, |
| DXGI_FORMAT format, |
| ID3D11Resource *texture, |
| ID3D11ShaderResourceView **outSRV) const |
| { |
| ASSERT(outSRV); |
| |
| D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
| srvDesc.Format = format; |
| srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D; |
| srvDesc.Texture3D.MostDetailedMip = baseLevel; |
| srvDesc.Texture3D.MipLevels = mipLevels; |
| |
| ID3D11Device *device = mRenderer->getDevice(); |
| HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV); |
| |
| ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result)); |
| if (FAILED(result)) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, |
| "Failed to create internal texture storage SRV, result: 0x%X.", result); |
| } |
| |
| d3d11::SetDebugName(*outSRV, "TexStorage3D.SRV"); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) |
| { |
| const int mipLevel = index.mipIndex; |
| ASSERT(mipLevel >= 0 && mipLevel < getLevelCount()); |
| |
| ASSERT(mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN); |
| |
| if (!index.hasLayer()) |
| { |
| if (!mLevelRenderTargets[mipLevel]) |
| { |
| ID3D11Resource *texture = nullptr; |
| ANGLE_TRY(getResource(&texture)); |
| |
| ID3D11ShaderResourceView *srv = nullptr; |
| ANGLE_TRY(getSRVLevel(mipLevel, false, &srv)); |
| |
| ID3D11ShaderResourceView *blitSRV = nullptr; |
| ANGLE_TRY(getSRVLevel(mipLevel, true, &blitSRV)); |
| |
| D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; |
| rtvDesc.Format = mFormatInfo.rtvFormat; |
| rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D; |
| rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel; |
| rtvDesc.Texture3D.FirstWSlice = 0; |
| rtvDesc.Texture3D.WSize = static_cast<UINT>(-1); |
| |
| d3d11::RenderTargetView rtv; |
| gl::Error err = mRenderer->allocateResource(rtvDesc, texture, &rtv); |
| if (err.isError()) |
| { |
| SafeRelease(srv); |
| SafeRelease(blitSRV); |
| return err; |
| } |
| |
| rtv.setDebugName("TexStorage3D.RTV"); |
| |
| mLevelRenderTargets[mipLevel] = new TextureRenderTarget11( |
| std::move(rtv), texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(), |
| getLevelWidth(mipLevel), getLevelHeight(mipLevel), getLevelDepth(mipLevel), 0); |
| } |
| |
| ASSERT(outRT); |
| *outRT = mLevelRenderTargets[mipLevel]; |
| return gl::NoError(); |
| } |
| |
| const int layer = index.layerIndex; |
| |
| LevelLayerKey key(mipLevel, layer); |
| if (mLevelLayerRenderTargets.find(key) == mLevelLayerRenderTargets.end()) |
| { |
| ID3D11Resource *texture = nullptr; |
| ANGLE_TRY(getResource(&texture)); |
| |
| // TODO, what kind of SRV is expected here? |
| ID3D11ShaderResourceView *srv = nullptr; |
| ID3D11ShaderResourceView *blitSRV = nullptr; |
| |
| D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; |
| rtvDesc.Format = mFormatInfo.rtvFormat; |
| rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D; |
| rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel; |
| rtvDesc.Texture3D.FirstWSlice = layer; |
| rtvDesc.Texture3D.WSize = 1; |
| |
| d3d11::RenderTargetView rtv; |
| gl::Error err = mRenderer->allocateResource(rtvDesc, texture, &rtv); |
| if (err.isError()) |
| { |
| SafeRelease(srv); |
| SafeRelease(blitSRV); |
| return err; |
| } |
| |
| rtv.setDebugName("TexStorage3D.LayerRTV"); |
| |
| mLevelLayerRenderTargets[key] = new TextureRenderTarget11( |
| std::move(rtv), texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(), |
| getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0); |
| } |
| |
| ASSERT(outRT); |
| *outRT = mLevelLayerRenderTargets[key]; |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_3D::getSwizzleTexture(ID3D11Resource **outTexture) |
| { |
| ASSERT(outTexture); |
| |
| if (!mSwizzleTexture) |
| { |
| ID3D11Device *device = mRenderer->getDevice(); |
| |
| D3D11_TEXTURE3D_DESC desc; |
| desc.Width = mTextureWidth; |
| desc.Height = mTextureHeight; |
| desc.Depth = mTextureDepth; |
| desc.MipLevels = mMipLevels; |
| desc.Format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).texFormat; |
| desc.Usage = D3D11_USAGE_DEFAULT; |
| desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; |
| desc.CPUAccessFlags = 0; |
| desc.MiscFlags = 0; |
| |
| HRESULT result = device->CreateTexture3D(&desc, nullptr, &mSwizzleTexture); |
| |
| ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result)); |
| if (FAILED(result)) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, |
| "Failed to create internal swizzle texture, result: 0x%X.", result); |
| } |
| |
| d3d11::SetDebugName(mSwizzleTexture, "TexStorage3D.SwizzleTexture"); |
| } |
| |
| *outTexture = mSwizzleTexture; |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_3D::getSwizzleRenderTarget(int mipLevel, |
| const d3d11::RenderTargetView **outRTV) |
| { |
| ASSERT(mipLevel >= 0 && mipLevel < getLevelCount()); |
| ASSERT(outRTV); |
| |
| if (!mSwizzleRenderTargets[mipLevel].valid()) |
| { |
| ID3D11Resource *swizzleTexture = nullptr; |
| ANGLE_TRY(getSwizzleTexture(&swizzleTexture)); |
| |
| D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; |
| rtvDesc.Format = |
| mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat; |
| rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D; |
| rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel; |
| rtvDesc.Texture3D.FirstWSlice = 0; |
| rtvDesc.Texture3D.WSize = static_cast<UINT>(-1); |
| |
| ANGLE_TRY(mRenderer->allocateResource(rtvDesc, mSwizzleTexture, |
| &mSwizzleRenderTargets[mipLevel])); |
| mSwizzleRenderTargets[mipLevel].setDebugName("TexStorage3D.SwizzleRTV"); |
| } |
| |
| *outRTV = &mSwizzleRenderTargets[mipLevel]; |
| return gl::NoError(); |
| } |
| |
| TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer11 *renderer, |
| GLenum internalformat, |
| bool renderTarget, |
| GLsizei width, |
| GLsizei height, |
| GLsizei depth, |
| int levels) |
| : TextureStorage11( |
| renderer, |
| GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget), |
| GetTextureMiscFlags(internalformat, |
| renderer->getRenderer11DeviceCaps(), |
| renderTarget, |
| levels), |
| internalformat) |
| { |
| mTexture = nullptr; |
| mSwizzleTexture = nullptr; |
| |
| // adjust size if needed for compressed textures |
| d3d11::MakeValidSize(false, mFormatInfo.texFormat, &width, &height, &mTopLevel); |
| |
| mMipLevels = mTopLevel + levels; |
| mTextureWidth = width; |
| mTextureHeight = height; |
| mTextureDepth = depth; |
| } |
| |
| TextureStorage11_2DArray::~TextureStorage11_2DArray() |
| { |
| for (ImageMap::iterator i = mAssociatedImages.begin(); i != mAssociatedImages.end(); i++) |
| { |
| if (i->second) |
| { |
| i->second->verifyAssociatedStorageValid(this); |
| |
| // We must let the Images recover their data before we delete it from the |
| // TextureStorage. |
| i->second->recoverFromAssociatedStorage(); |
| } |
| } |
| mAssociatedImages.clear(); |
| |
| SafeRelease(mTexture); |
| SafeRelease(mSwizzleTexture); |
| |
| for (RenderTargetMap::iterator i = mRenderTargets.begin(); i != mRenderTargets.end(); i++) |
| { |
| SafeDelete(i->second); |
| } |
| mRenderTargets.clear(); |
| } |
| |
| void TextureStorage11_2DArray::associateImage(Image11 *image, const gl::ImageIndex &index) |
| { |
| const GLint level = index.mipIndex; |
| const GLint layerTarget = index.layerIndex; |
| |
| ASSERT(0 <= level && level < getLevelCount()); |
| |
| if (0 <= level && level < getLevelCount()) |
| { |
| LevelLayerKey key(level, layerTarget); |
| mAssociatedImages[key] = image; |
| } |
| } |
| |
| void TextureStorage11_2DArray::verifyAssociatedImageValid(const gl::ImageIndex &index, |
| Image11 *expectedImage) |
| { |
| const GLint level = index.mipIndex; |
| const GLint layerTarget = index.layerIndex; |
| |
| LevelLayerKey key(level, layerTarget); |
| |
| // This validation check should never return false. It means the Image/TextureStorage |
| // association is broken. |
| bool retValue = (mAssociatedImages.find(key) != mAssociatedImages.end() && |
| (mAssociatedImages[key] == expectedImage)); |
| ASSERT(retValue); |
| } |
| |
| // disassociateImage allows an Image to end its association with a Storage. |
| void TextureStorage11_2DArray::disassociateImage(const gl::ImageIndex &index, |
| Image11 *expectedImage) |
| { |
| const GLint level = index.mipIndex; |
| const GLint layerTarget = index.layerIndex; |
| |
| LevelLayerKey key(level, layerTarget); |
| |
| bool imageAssociationCorrect = (mAssociatedImages.find(key) != mAssociatedImages.end() && |
| (mAssociatedImages[key] == expectedImage)); |
| ASSERT(imageAssociationCorrect); |
| mAssociatedImages[key] = nullptr; |
| } |
| |
| // releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image |
| // recover its data before ending the association. |
| gl::Error TextureStorage11_2DArray::releaseAssociatedImage(const gl::ImageIndex &index, |
| Image11 *incomingImage) |
| { |
| const GLint level = index.mipIndex; |
| const GLint layerTarget = index.layerIndex; |
| |
| LevelLayerKey key(level, layerTarget); |
| |
| if (mAssociatedImages.find(key) != mAssociatedImages.end()) |
| { |
| if (mAssociatedImages[key] != nullptr && mAssociatedImages[key] != incomingImage) |
| { |
| // Ensure that the Image is still associated with this TextureStorage. |
| mAssociatedImages[key]->verifyAssociatedStorageValid(this); |
| |
| // Force the image to recover from storage before its data is overwritten. |
| // This will reset mAssociatedImages[level] to nullptr too. |
| ANGLE_TRY(mAssociatedImages[key]->recoverFromAssociatedStorage()); |
| } |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureStorage11_2DArray::getResource(ID3D11Resource **outResource) |
| { |
| // if the width, height or depth is not positive this should be treated as an incomplete texture |
| // we handle that here by skipping the d3d texture creation |
| if (mTexture == nullptr && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0) |
| { |
| ASSERT(mMipLevels > 0); |
| |
| ID3D11Device *device = mRenderer->getDevice(); |
| |
| D3D11_TEXTURE2D_DESC desc; |
| desc.Width = mTextureWidth; |
| desc.Height = mTextureHeight; |
| desc.MipLevels = mMipLevels; |
| desc.ArraySize = mTextureDepth; |
| desc.Format = mFormatInfo.texFormat; |
| desc.SampleDesc.Count = 1; |
| desc.SampleDesc.Quality = 0; |
| desc.Usage = D3D11_USAGE_DEFAULT; |
| desc.BindFlags = getBindFlags(); |
| desc.CPUAccessFlags = 0; |
| desc.MiscFlags = getMiscFlags(); |
| |
| HRESULT result = device->CreateTexture2D(&desc, nullptr, &mTexture); |
| |