blob: f3b95632fcb6c20d4d6ab435eaf235fa13335d38 [file] [log] [blame]
#include "precompiled.h"
//
// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// RenderTarget11.cpp: Implements a DX11-specific wrapper for ID3D11View pointers
// retained by Renderbuffers.
#include "libGLESv2/renderer/RenderTarget11.h"
#include "libGLESv2/renderer/Renderer11.h"
#include "libGLESv2/renderer/renderer11_utils.h"
#include "libGLESv2/main.h"
namespace rx
{
static unsigned int getRTVSubresourceIndex(ID3D11Texture2D *texture, ID3D11RenderTargetView *view)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
view->GetDesc(&rtvDesc);
D3D11_TEXTURE2D_DESC texDesc;
texture->GetDesc(&texDesc);
unsigned int mipSlice = 0;
unsigned int arraySlice = 0;
unsigned int mipLevels = texDesc.MipLevels;
switch (rtvDesc.ViewDimension)
{
case D3D11_RTV_DIMENSION_TEXTURE1D:
mipSlice = rtvDesc.Texture1D.MipSlice;
arraySlice = 0;
break;
case D3D11_RTV_DIMENSION_TEXTURE1DARRAY:
mipSlice = rtvDesc.Texture1DArray.MipSlice;
arraySlice = rtvDesc.Texture1DArray.FirstArraySlice;
break;
case D3D11_RTV_DIMENSION_TEXTURE2D:
mipSlice = rtvDesc.Texture2D.MipSlice;
arraySlice = 0;
break;
case D3D11_RTV_DIMENSION_TEXTURE2DARRAY:
mipSlice = rtvDesc.Texture2DArray.MipSlice;
arraySlice = rtvDesc.Texture2DArray.FirstArraySlice;
break;
case D3D11_RTV_DIMENSION_TEXTURE2DMS:
mipSlice = 0;
arraySlice = 0;
break;
case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY:
mipSlice = 0;
arraySlice = rtvDesc.Texture2DMSArray.FirstArraySlice;
break;
case D3D11_RTV_DIMENSION_TEXTURE3D:
mipSlice = rtvDesc.Texture3D.MipSlice;
arraySlice = 0;
break;
case D3D11_RTV_DIMENSION_UNKNOWN:
case D3D11_RTV_DIMENSION_BUFFER:
UNIMPLEMENTED();
break;
default:
UNREACHABLE();
break;
}
return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels);
}
static unsigned int getDSVSubresourceIndex(ID3D11Texture2D *texture, ID3D11DepthStencilView *view)
{
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
view->GetDesc(&dsvDesc);
D3D11_TEXTURE2D_DESC texDesc;
texture->GetDesc(&texDesc);
unsigned int mipSlice = 0;
unsigned int arraySlice = 0;
unsigned int mipLevels = texDesc.MipLevels;
switch (dsvDesc.ViewDimension)
{
case D3D11_DSV_DIMENSION_TEXTURE1D:
mipSlice = dsvDesc.Texture1D.MipSlice;
arraySlice = 0;
break;
case D3D11_DSV_DIMENSION_TEXTURE1DARRAY:
mipSlice = dsvDesc.Texture1DArray.MipSlice;
arraySlice = dsvDesc.Texture1DArray.FirstArraySlice;
break;
case D3D11_DSV_DIMENSION_TEXTURE2D:
mipSlice = dsvDesc.Texture2D.MipSlice;
arraySlice = 0;
break;
case D3D11_DSV_DIMENSION_TEXTURE2DARRAY:
mipSlice = dsvDesc.Texture2DArray.MipSlice;
arraySlice = dsvDesc.Texture2DArray.FirstArraySlice;
break;
case D3D11_DSV_DIMENSION_TEXTURE2DMS:
mipSlice = 0;
arraySlice = 0;
break;
case D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY:
mipSlice = 0;
arraySlice = dsvDesc.Texture2DMSArray.FirstArraySlice;
break;
case D3D11_RTV_DIMENSION_UNKNOWN:
UNIMPLEMENTED();
break;
default:
UNREACHABLE();
break;
}
return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels);
}
RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11RenderTargetView *rtv, ID3D11Texture2D *tex, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height)
{
mRenderer = Renderer11::makeRenderer11(renderer);
mTexture = tex;
mRenderTarget = rtv;
mDepthStencil = NULL;
mShaderResource = srv;
mSubresourceIndex = 0;
if (mRenderTarget && mTexture)
{
D3D11_RENDER_TARGET_VIEW_DESC desc;
mRenderTarget->GetDesc(&desc);
D3D11_TEXTURE2D_DESC texDesc;
mTexture->GetDesc(&texDesc);
mSubresourceIndex = getRTVSubresourceIndex(mTexture, mRenderTarget);
mWidth = width;
mHeight = height;
mSamples = (texDesc.SampleDesc.Count > 1) ? texDesc.SampleDesc.Count : 0;
mInternalFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format);
mActualFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format);
}
}
RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11DepthStencilView *dsv, ID3D11Texture2D *tex, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height)
{
mRenderer = Renderer11::makeRenderer11(renderer);
mTexture = tex;
mRenderTarget = NULL;
mDepthStencil = dsv;
mShaderResource = srv;
mSubresourceIndex = 0;
if (mDepthStencil && mTexture)
{
D3D11_DEPTH_STENCIL_VIEW_DESC desc;
mDepthStencil->GetDesc(&desc);
D3D11_TEXTURE2D_DESC texDesc;
mTexture->GetDesc(&texDesc);
mSubresourceIndex = getDSVSubresourceIndex(mTexture, mDepthStencil);
mWidth = width;
mHeight = height;
mSamples = (texDesc.SampleDesc.Count > 1) ? texDesc.SampleDesc.Count : 0;
mInternalFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format);
mActualFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format);
}
}
RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height, GLenum format, GLsizei samples, bool depth)
{
mRenderer = Renderer11::makeRenderer11(renderer);
mTexture = NULL;
mRenderTarget = NULL;
mDepthStencil = NULL;
mShaderResource = NULL;
DXGI_FORMAT requestedFormat = gl_d3d11::ConvertRenderbufferFormat(format);
int supportedSamples = mRenderer->getNearestSupportedSamples(requestedFormat, samples);
if (supportedSamples < 0)
{
gl::error(GL_OUT_OF_MEMORY);
return;
}
if (width > 0 && height > 0)
{
// Create texture resource
D3D11_TEXTURE2D_DESC desc;
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = requestedFormat;
desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
desc.BindFlags = (depth ? D3D11_BIND_DEPTH_STENCIL : (D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE));
ID3D11Device *device = mRenderer->getDevice();
HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
if (result == E_OUTOFMEMORY)
{
gl::error(GL_OUT_OF_MEMORY);
return;
}
ASSERT(SUCCEEDED(result));
d3d11::ResourceTracker::Track(mTexture);
if (depth)
{
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = requestedFormat;
dsvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_DSV_DIMENSION_TEXTURE2D : D3D11_DSV_DIMENSION_TEXTURE2DMS;
dsvDesc.Texture2D.MipSlice = 0;
dsvDesc.Flags = 0;
result = device->CreateDepthStencilView(mTexture, &dsvDesc, &mDepthStencil);
if (result == E_OUTOFMEMORY)
{
mTexture->Release();
mTexture = NULL;
gl::error(GL_OUT_OF_MEMORY);
}
ASSERT(SUCCEEDED(result));
}
else
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = requestedFormat;
rtvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_RTV_DIMENSION_TEXTURE2D : D3D11_RTV_DIMENSION_TEXTURE2DMS;
rtvDesc.Texture2D.MipSlice = 0;
result = device->CreateRenderTargetView(mTexture, &rtvDesc, &mRenderTarget);
if (result == E_OUTOFMEMORY)
{
mTexture->Release();
mTexture = NULL;
gl::error(GL_OUT_OF_MEMORY);
return;
}
ASSERT(SUCCEEDED(result));
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = requestedFormat;
srvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = 1;
result = device->CreateShaderResourceView(mTexture, &srvDesc, &mShaderResource);
if (result == E_OUTOFMEMORY)
{
mTexture->Release();
mTexture = NULL;
mRenderTarget->Release();
mRenderTarget = NULL;
gl::error(GL_OUT_OF_MEMORY);
return;
}
ASSERT(SUCCEEDED(result));
}
}
mWidth = width;
mHeight = height;
mInternalFormat = format;
mSamples = supportedSamples;
mActualFormat = d3d11_gl::ConvertTextureInternalFormat(requestedFormat);
mSubresourceIndex = D3D11CalcSubresource(0, 0, 1);
}
RenderTarget11::~RenderTarget11()
{
if (mTexture)
{
mTexture->Release();
mTexture = NULL;
}
if (mRenderTarget)
{
mRenderTarget->Release();
mRenderTarget = NULL;
}
if (mDepthStencil)
{
mDepthStencil->Release();
mDepthStencil = NULL;
}
if (mShaderResource)
{
mShaderResource->Release();
mShaderResource = NULL;
}
}
RenderTarget11 *RenderTarget11::makeRenderTarget11(RenderTarget *target)
{
ASSERT(HAS_DYNAMIC_TYPE(rx::RenderTarget11*, target));
return static_cast<rx::RenderTarget11*>(target);
}
ID3D11Texture2D *RenderTarget11::getTexture() const
{
if (mTexture)
{
mTexture->AddRef();
}
return mTexture;
}
// Adds reference, caller must call Release
ID3D11RenderTargetView *RenderTarget11::getRenderTargetView() const
{
if (mRenderTarget)
{
mRenderTarget->AddRef();
}
return mRenderTarget;
}
// Adds reference, caller must call Release
ID3D11DepthStencilView *RenderTarget11::getDepthStencilView() const
{
if (mDepthStencil)
{
mDepthStencil->AddRef();
}
return mDepthStencil;
}
// Adds reference, caller must call Release
ID3D11ShaderResourceView *RenderTarget11::getShaderResourceView() const
{
if (mShaderResource)
{
mShaderResource->AddRef();
}
return mShaderResource;
}
unsigned int RenderTarget11::getSubresourceIndex() const
{
return mSubresourceIndex;
}
}