blob: 647980c46f2c57524b7976978f7a06953140a94f [file] [log] [blame]
//
// Copyright 2012 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived
// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11
// texture.
#include <mfobjects.h>
#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
#include <tuple>
#include "common/MemoryBuffer.h"
#include "common/utilities.h"
#include "libANGLE/Context.h"
#include "libANGLE/ImageIndex.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/EGLImageD3D.h"
#include "libANGLE/renderer/d3d/TextureD3D.h"
#include "libANGLE/renderer/d3d/d3d11/Blit11.h"
#include "libANGLE/renderer/d3d/d3d11/Context11.h"
#include "libANGLE/renderer/d3d/d3d11/Image11.h"
#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/StreamProducerD3DTexture.h"
#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
#include "starboard/common/log.h"
namespace rx
{
TextureStorage11::SamplerKey::SamplerKey()
: baseLevel(0), mipLevels(0), swizzle(false), dropStencil(false)
{}
TextureStorage11::SamplerKey::SamplerKey(int baseLevel,
int mipLevels,
bool swizzle,
bool dropStencil)
: baseLevel(baseLevel), mipLevels(mipLevels), swizzle(swizzle), dropStencil(dropStencil)
{}
bool TextureStorage11::SamplerKey::operator<(const SamplerKey &rhs) const
{
return std::tie(baseLevel, mipLevels, swizzle, dropStencil) <
std::tie(rhs.baseLevel, rhs.mipLevels, rhs.swizzle, rhs.dropStencil);
}
TextureStorage11::ImageKey::ImageKey()
: level(0), layered(false), layer(0), access(GL_READ_ONLY), format(GL_R32UI)
{}
TextureStorage11::ImageKey::ImageKey(int level,
bool layered,
int layer,
GLenum access,
GLenum format)
: level(level), layered(layered), layer(layer), access(access), format(format)
{}
bool TextureStorage11::ImageKey::operator<(const ImageKey &rhs) const
{
return std::tie(level, layered, layer, access, format) <
std::tie(rhs.level, rhs.layered, rhs.layer, rhs.access, rhs.format);
}
MultisampledRenderToTextureInfo::MultisampledRenderToTextureInfo(const GLsizei samples,
const gl::ImageIndex &indexSS,
const gl::ImageIndex &indexMS)
: samples(samples), indexSS(indexSS), indexMS(indexMS), msTextureNeedsResolve(false)
{}
MultisampledRenderToTextureInfo::~MultisampledRenderToTextureInfo() {}
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(),
mBindFlags(bindFlags),
mMiscFlags(miscFlags)
{}
TextureStorage11::~TextureStorage11()
{
mSrvCacheForSampler.clear();
}
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.uavFormat != DXGI_FORMAT_UNKNOWN &&
renderer11DeviceCaps.featureLevel >= d3d11_gl::GetMinimumFeatureLevelForES31())
{
// If we find performance issues later on some specific GPUs, this may be the cause.
bindFlags |= D3D11_BIND_UNORDERED_ACCESS;
}
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);
}
angle::Result TextureStorage11::getMippedResource(const gl::Context *context,
const TextureHelper11 **outResource)
{
return getResource(context, outResource);
}
angle::Result TextureStorage11::getSubresourceIndex(const gl::Context *context,
const gl::ImageIndex &index,
UINT *outSubresourceIndex) const
{
UINT mipSlice = static_cast<UINT>(index.getLevelIndex() + mTopLevel);
UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.getLayerIndex() : 0);
UINT subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
ASSERT(subresource != std::numeric_limits<UINT>::max());
*outSubresourceIndex = subresource;
return angle::Result::Continue;
}
angle::Result TextureStorage11::getSRVForSampler(const gl::Context *context,
const gl::TextureState &textureState,
const gl::SamplerState &sampler,
const d3d11::SharedSRV **outSRV)
{
ANGLE_TRY(resolveTexture(context));
// Make sure to add the level offset for our tiny compressed texture workaround
const GLuint effectiveBaseLevel = textureState.getEffectiveBaseLevel();
const bool swizzleRequired = textureState.swizzleRequired();
const bool mipmapping = gl::IsMipmapFiltered(sampler);
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->getFeatures().zeroMaxLodWorkaround.enabled)
{
// We must ensure that the level zero texture is in sync with mipped texture.
ANGLE_TRY(useLevelZeroWorkaroundTexture(context, 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.
const bool emulateTinyStencilTextures =
mRenderer->getFeatures().emulateTinyStencilTextures.enabled;
// 2. this is a stencil texture.
const bool hasStencil = (mFormatInfo.format().stencilBits > 0);
// 3. the texture has a 1x1 or 2x2 mip.
const int effectiveTopLevel = effectiveBaseLevel + mipLevels - 1;
const bool hasSmallMips =
(getLevelWidth(effectiveTopLevel) <= 2 || getLevelHeight(effectiveTopLevel) <= 2);
const bool useDropStencil = (emulateTinyStencilTextures && hasStencil && hasSmallMips);
const SamplerKey key(effectiveBaseLevel, mipLevels, swizzleRequired, useDropStencil);
if (useDropStencil)
{
// Ensure drop texture gets created.
DropStencil result = DropStencil::CREATED;
ANGLE_TRY(ensureDropStencilTexture(context, &result));
// Clear the SRV cache if necessary.
// TODO(jmadill): Re-use find query result.
const auto srvEntry = mSrvCacheForSampler.find(key);
if (result == DropStencil::CREATED && srvEntry != mSrvCacheForSampler.end())
{
mSrvCacheForSampler.erase(key);
}
}
ANGLE_TRY(getCachedOrCreateSRVForSampler(context, key, outSRV));
return angle::Result::Continue;
}
#if defined(STARBOARD)
const angle::Format &TextureStorage11_2D::getFormat()
{
D3D11_TEXTURE2D_DESC desc = {0};
mTexture.getDesc(&desc);
return d3d11_angle::GetFormat(desc.Format);
}
#endif // STARBOARD
angle::Result TextureStorage11::getCachedOrCreateSRVForSampler(const gl::Context *context,
const SamplerKey &key,
const d3d11::SharedSRV **outSRV)
{
auto iter = mSrvCacheForSampler.find(key);
if (iter != mSrvCacheForSampler.end())
{
*outSRV = &iter->second;
return angle::Result::Continue;
}
const TextureHelper11 *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(context, &texture));
format = swizzleFormat.srvFormat;
}
else if (key.dropStencil)
{
ASSERT(mDropStencilTexture.valid());
texture = &mDropStencilTexture;
format = DXGI_FORMAT_R32_FLOAT;
}
else
{
ANGLE_TRY(getResource(context, &texture));
format = mFormatInfo.srvFormat;
}
d3d11::SharedSRV srv;
ANGLE_TRY(createSRVForSampler(context, key.baseLevel, key.mipLevels, format, *texture, &srv));
const auto &insertIt = mSrvCacheForSampler.insert(std::make_pair(key, std::move(srv)));
*outSRV = &insertIt.first->second;
return angle::Result::Continue;
}
angle::Result TextureStorage11::getSRVLevel(const gl::Context *context,
int mipLevel,
bool blitSRV,
const d3d11::SharedSRV **outSRV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ANGLE_TRY(resolveTexture(context));
auto &levelSRVs = (blitSRV) ? mLevelBlitSRVs : mLevelSRVs;
auto &otherLevelSRVs = (blitSRV) ? mLevelSRVs : mLevelBlitSRVs;
if (!levelSRVs[mipLevel].valid())
{
// Only create a different SRV for blit if blit format is different from regular srv format
if (otherLevelSRVs[mipLevel].valid() && mFormatInfo.srvFormat == mFormatInfo.blitSRVFormat)
{
levelSRVs[mipLevel] = otherLevelSRVs[mipLevel].makeCopy();
}
else
{
const TextureHelper11 *resource = nullptr;
ANGLE_TRY(getResource(context, &resource));
DXGI_FORMAT resourceFormat =
blitSRV ? mFormatInfo.blitSRVFormat : mFormatInfo.srvFormat;
ANGLE_TRY(createSRVForSampler(context, mipLevel, 1, resourceFormat, *resource,
&levelSRVs[mipLevel]));
}
}
*outSRV = &levelSRVs[mipLevel];
return angle::Result::Continue;
}
angle::Result TextureStorage11::getSRVLevels(const gl::Context *context,
GLint baseLevel,
GLint maxLevel,
const d3d11::SharedSRV **outSRV)
{
ANGLE_TRY(resolveTexture(context));
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->getFeatures().zeroMaxLodWorkaround.enabled)
{
// We must ensure that the level zero texture is in sync with mipped texture.
ANGLE_TRY(useLevelZeroWorkaroundTexture(context, mipLevels == 1));
}
// TODO(jmadill): Assert we don't need to drop stencil.
SamplerKey key(baseLevel, mipLevels, false, false);
ANGLE_TRY(getCachedOrCreateSRVForSampler(context, key, outSRV));
return angle::Result::Continue;
}
angle::Result TextureStorage11::getSRVForImage(const gl::Context *context,
const gl::ImageUnit &imageUnit,
const d3d11::SharedSRV **outSRV)
{
ANGLE_TRY(resolveTexture(context));
// TODO(Xinghua.cao@intel.com): Add solution to handle swizzle required.
ImageKey key(imageUnit.level, (imageUnit.layered == GL_TRUE), imageUnit.layer, imageUnit.access,
imageUnit.format);
ANGLE_TRY(getCachedOrCreateSRVForImage(context, key, outSRV));
return angle::Result::Continue;
}
angle::Result TextureStorage11::getCachedOrCreateSRVForImage(const gl::Context *context,
const ImageKey &key,
const d3d11::SharedSRV **outSRV)
{
auto iter = mSrvCacheForImage.find(key);
if (iter != mSrvCacheForImage.end())
{
*outSRV = &iter->second;
return angle::Result::Continue;
}
const TextureHelper11 *texture = nullptr;
ANGLE_TRY(getResource(context, &texture));
DXGI_FORMAT format =
d3d11::Format::Get(key.format, mRenderer->getRenderer11DeviceCaps()).srvFormat;
d3d11::SharedSRV srv;
ANGLE_TRY(createSRVForImage(context, key.level, format, *texture, &srv));
const auto &insertIt = mSrvCacheForImage.insert(std::make_pair(key, std::move(srv)));
*outSRV = &insertIt.first->second;
return angle::Result::Continue;
}
angle::Result TextureStorage11::getUAVForImage(const gl::Context *context,
const gl::ImageUnit &imageUnit,
const d3d11::SharedUAV **outUAV)
{
ANGLE_TRY(resolveTexture(context));
// TODO(Xinghua.cao@intel.com): Add solution to handle swizzle required.
ImageKey key(imageUnit.level, (imageUnit.layered == GL_TRUE), imageUnit.layer, imageUnit.access,
imageUnit.format);
ANGLE_TRY(getCachedOrCreateUAVForImage(context, key, outUAV));
return angle::Result::Continue;
}
angle::Result TextureStorage11::getCachedOrCreateUAVForImage(const gl::Context *context,
const ImageKey &key,
const d3d11::SharedUAV **outUAV)
{
auto iter = mUavCacheForImage.find(key);
if (iter != mUavCacheForImage.end())
{
*outUAV = &iter->second;
return angle::Result::Continue;
}
const TextureHelper11 *texture = nullptr;
ANGLE_TRY(getResource(context, &texture));
DXGI_FORMAT format =
d3d11::Format::Get(key.format, mRenderer->getRenderer11DeviceCaps()).uavFormat;
d3d11::SharedUAV uav;
ANGLE_TRY(createUAVForImage(context, key.level, format, *texture, &uav));
const auto &insertIt = mUavCacheForImage.insert(std::make_pair(key, std::move(uav)));
*outUAV = &insertIt.first->second;
return angle::Result::Continue;
}
const d3d11::Format &TextureStorage11::getFormatSet() const
{
return mFormatInfo;
}
angle::Result TextureStorage11::generateSwizzles(const gl::Context *context,
const gl::SwizzleState &swizzleTarget)
{
ANGLE_TRY(resolveTexture(context));
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
const d3d11::SharedSRV *sourceSRV = nullptr;
ANGLE_TRY(getSRVLevel(context, level, true, &sourceSRV));
const d3d11::RenderTargetView *destRTV;
ANGLE_TRY(getSwizzleRenderTarget(context, level, &destRTV));
gl::Extents size(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));
Blit11 *blitter = mRenderer->getBlitter();
ANGLE_TRY(blitter->swizzleTexture(context, *sourceSRV, *destRTV, size, swizzleTarget));
mSwizzleCache[level] = swizzleTarget;
}
}
return angle::Result::Continue;
}
void TextureStorage11::markLevelDirty(int mipLevel)
{
if (mipLevel >= 0 && static_cast<size_t>(mipLevel) < mSwizzleCache.size())
{
// The default constructor of SwizzleState has GL_INVALID_INDEX for all channels which is
// not a valid swizzle combination
if (mSwizzleCache[mipLevel] != gl::SwizzleState())
{
// TODO(jmadill): Invalidate specific swizzle.
mRenderer->getStateManager()->invalidateSwizzles();
mSwizzleCache[mipLevel] = gl::SwizzleState();
}
}
if (mDropStencilTexture.valid())
{
mDropStencilTexture.reset();
}
}
void TextureStorage11::markDirty()
{
for (size_t mipLevel = 0; mipLevel < mSwizzleCache.size(); ++mipLevel)
{
markLevelDirty(static_cast<int>(mipLevel));
}
}
angle::Result TextureStorage11::updateSubresourceLevel(const gl::Context *context,
const TextureHelper11 &srcTexture,
unsigned int sourceSubresource,
const gl::ImageIndex &index,
const gl::Box &copyArea)
{
ASSERT(srcTexture.valid());
ANGLE_TRY(resolveTexture(context));
const GLint level = index.getLevelIndex();
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;
const TextureHelper11 *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 (level > 0 && mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
{
ANGLE_TRY(getMippedResource(context, &dstTexture));
}
else
{
ANGLE_TRY(getResource(context, &dstTexture));
}
unsigned int dstSubresource = 0;
ANGLE_TRY(getSubresourceIndex(context, index, &dstSubresource));
ASSERT(dstTexture->valid());
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();
return blitter->copyDepthStencil(context, srcTexture, sourceSubresource, copyArea, texSize,
*dstTexture, 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 *deviceContext = mRenderer->getDeviceContext();
deviceContext->CopySubresourceRegion(dstTexture->get(), dstSubresource, copyArea.x, copyArea.y,
copyArea.z, srcTexture.get(), sourceSubresource,
fullCopy ? nullptr : &srcBox);
return angle::Result::Continue;
}
angle::Result TextureStorage11::copySubresourceLevel(const gl::Context *context,
const TextureHelper11 &dstTexture,
unsigned int dstSubresource,
const gl::ImageIndex &index,
const gl::Box &region)
{
ASSERT(dstTexture.valid());
ANGLE_TRY(resolveTexture(context));
const TextureHelper11 *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.getLevelIndex() > 0 && mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
{
ANGLE_TRY(getMippedResource(context, &srcTexture));
}
else
{
ANGLE_TRY(getResource(context, &srcTexture));
}
ASSERT(srcTexture->valid());
unsigned int srcSubresource = 0;
ANGLE_TRY(getSubresourceIndex(context, index, &srcSubresource));
ID3D11DeviceContext *deviceContext = 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)
{
GLsizei width = region.width;
GLsizei height = region.height;
d3d11::MakeValidSize(false, mFormatInfo.texFormat, &width, &height, nullptr);
// Keep srcbox as nullptr if we're dealing with tiny mips of compressed textures.
if (width == region.width && height == region.height)
{
// 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;
}
}
deviceContext->CopySubresourceRegion(dstTexture.get(), dstSubresource, region.x, region.y,
region.z, srcTexture->get(), srcSubresource, pSrcBox);
return angle::Result::Continue;
}
angle::Result TextureStorage11::generateMipmap(const gl::Context *context,
const gl::ImageIndex &sourceIndex,
const gl::ImageIndex &destIndex)
{
ASSERT(sourceIndex.getLayerIndex() == destIndex.getLayerIndex());
ANGLE_TRY(resolveTexture(context));
markLevelDirty(destIndex.getLevelIndex());
RenderTargetD3D *source = nullptr;
ANGLE_TRY(getRenderTarget(context, sourceIndex, 0, &source));
// dest will always have 0 since, we have just released the MS Texture struct
RenderTargetD3D *dest = nullptr;
ANGLE_TRY(getRenderTarget(context, destIndex, 0, &dest));
RenderTarget11 *rt11 = GetAs<RenderTarget11>(source);
const d3d11::SharedSRV &sourceSRV = rt11->getBlitShaderResourceView(context);
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();
const gl::InternalFormat &sourceInternalFormat =
gl::GetSizedInternalFormatInfo(source->getInternalFormat());
GLenum format = sourceInternalFormat.format;
GLenum type = sourceInternalFormat.type;
return blitter->copyTexture(context, sourceSRV, sourceArea, sourceSize, format, destRTV,
destArea, destSize, nullptr, format, type, 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();
mSrvCacheForSampler.clear();
for (size_t level = 0; level < mLevelSRVs.size(); level++)
{
mLevelSRVs[level].reset();
mLevelBlitSRVs[level].reset();
}
}
angle::Result TextureStorage11::copyToStorage(const gl::Context *context,
TextureStorage *destStorage)
{
ASSERT(destStorage);
ANGLE_TRY(resolveTexture(context));
const TextureHelper11 *sourceResouce = nullptr;
ANGLE_TRY(getResource(context, &sourceResouce));
TextureStorage11 *dest11 = GetAs<TextureStorage11>(destStorage);
const TextureHelper11 *destResource = nullptr;
ANGLE_TRY(dest11->getResource(context, &destResource));
ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
immediateContext->CopyResource(destResource->get(), sourceResouce->get());
dest11->markDirty();
return angle::Result::Continue;
}
void TextureStorage11::invalidateTextures()
{
mRenderer->getStateManager()->invalidateTexturesAndSamplers();
}
angle::Result TextureStorage11::setData(const gl::Context *context,
const gl::ImageIndex &index,
ImageD3D *image,
const gl::Box *destBox,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixelData)
{
ASSERT(!image->isDirty());
ANGLE_TRY(resolveTexture(context));
markLevelDirty(index.getLevelIndex());
const TextureHelper11 *resource = nullptr;
ANGLE_TRY(getResource(context, &resource));
ASSERT(resource && resource->valid());
UINT destSubresource = 0;
ANGLE_TRY(getSubresourceIndex(context, index, &destSubresource));
const gl::InternalFormat &internalFormatInfo =
gl::GetInternalFormatInfo(image->getInternalFormat(), type);
gl::Box levelBox(0, 0, 0, getLevelWidth(index.getLevelIndex()),
getLevelHeight(index.getLevelIndex()), getLevelDepth(index.getLevelIndex()));
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);
Context11 *context11 = GetImplAs<Context11>(context);
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_CHECK_GL_MATH(context11,
internalFormatInfo.computeRowPitch(type, width, unpack.alignment,
unpack.rowLength, &srcRowPitch));
GLuint srcDepthPitch = 0;
ANGLE_CHECK_GL_MATH(context11, internalFormatInfo.computeDepthPitch(
height, unpack.imageHeight, srcRowPitch, &srcDepthPitch));
GLuint srcSkipBytes = 0;
ANGLE_CHECK_GL_MATH(
context11, internalFormatInfo.computeSkipBytes(type, srcRowPitch, srcDepthPitch, unpack,
index.usesTex3D(), &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(context11, 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->get(), destSubresource, &destD3DBox, data,
bufferRowPitch, bufferDepthPitch);
}
else
{
immediateContext->UpdateSubresource(resource->get(), destSubresource, nullptr, data,
bufferRowPitch, bufferDepthPitch);
}
return angle::Result::Continue;
}
angle::Result TextureStorage11::ensureDropStencilTexture(
const gl::Context *context,
TextureStorage11::DropStencil *dropStencilOut)
{
ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
return angle::Result::Stop;
}
angle::Result TextureStorage11::initDropStencilTexture(const gl::Context *context,
const gl::ImageIndexIterator &it)
{
const TextureHelper11 *sourceTexture = nullptr;
ANGLE_TRY(getResource(context, &sourceTexture));
gl::ImageIndexIterator itCopy = it;
while (itCopy.hasNext())
{
gl::ImageIndex index = itCopy.next();
gl::Box wholeArea(0, 0, 0, getLevelWidth(index.getLevelIndex()),
getLevelHeight(index.getLevelIndex()), 1);
gl::Extents wholeSize(wholeArea.width, wholeArea.height, 1);
UINT subresource = 0;
ANGLE_TRY(getSubresourceIndex(context, index, &subresource));
ANGLE_TRY(mRenderer->getBlitter()->copyDepthStencil(
context, *sourceTexture, subresource, wholeArea, wholeSize, mDropStencilTexture,
subresource, wholeArea, wholeSize, nullptr));
}
return angle::Result::Continue;
}
angle::Result TextureStorage11::resolveTextureHelper(const gl::Context *context,
const TextureHelper11 &texture)
{
UINT subresourceIndexSS;
ANGLE_TRY(getSubresourceIndex(context, mMSTexInfo->indexSS, &subresourceIndexSS));
UINT subresourceIndexMS;
ANGLE_TRY(getSubresourceIndex(context, mMSTexInfo->indexMS, &subresourceIndexMS));
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
const TextureHelper11 *resource = nullptr;
ANGLE_TRY(mMSTexInfo->msTex->getResource(context, &resource));
deviceContext->ResolveSubresource(texture.get(), subresourceIndexSS, resource->get(),
subresourceIndexMS, texture.getFormat());
mMSTexInfo->msTextureNeedsResolve = false;
return angle::Result::Continue;
}
angle::Result TextureStorage11::releaseMultisampledTexStorageForLevel(size_t level)
{
if (mMSTexInfo && mMSTexInfo->indexSS.getLevelIndex() == static_cast<int>(level))
{
mMSTexInfo->msTex.reset();
onStateChange(angle::SubjectMessage::ContentsChanged);
}
return angle::Result::Continue;
}
GLsizei TextureStorage11::getRenderToTextureSamples() const
{
if (mMSTexInfo)
{
return mMSTexInfo->samples;
}
return 0;
}
angle::Result TextureStorage11::getMultisampledRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT)
{
const int level = index.getLevelIndex();
if (!mMSTexInfo || level != mMSTexInfo->indexSS.getLevelIndex() ||
samples != mMSTexInfo->samples || !mMSTexInfo->msTex)
{
// if mMSTexInfo already exists, then we want to resolve and release it
// since the mMSTexInfo must be for a different sample count or level
ANGLE_TRY(resolveTexture(context));
// Now we can create a new object for the correct sample and level
GLsizei width = getLevelWidth(level);
GLsizei height = getLevelHeight(level);
GLenum internalFormat = mFormatInfo.internalFormat;
std::unique_ptr<TextureStorage11_2DMultisample> texMS(
GetAs<TextureStorage11_2DMultisample>(mRenderer->createTextureStorage2DMultisample(
internalFormat, width, height, level, samples, true)));
// make sure multisample object has the blitted information.
gl::Rectangle area(0, 0, width, height);
RenderTargetD3D *readRenderTarget = nullptr;
// use incoming index here since the index will correspond to the single sampled texture
ANGLE_TRY(getRenderTarget(context, index, 0, &readRenderTarget));
gl::ImageIndex indexMS = gl::ImageIndex::Make2DMultisample();
RenderTargetD3D *drawRenderTarget = nullptr;
ANGLE_TRY(texMS->getRenderTarget(context, indexMS, samples, &drawRenderTarget));
// blit SS -> MS
// mask: GL_COLOR_BUFFER_BIT, filter: GL_NEAREST
ANGLE_TRY(mRenderer->blitRenderbufferRect(context, area, area, readRenderTarget,
drawRenderTarget, GL_NEAREST, nullptr, true,
false, false));
mMSTexInfo = std::make_unique<MultisampledRenderToTextureInfo>(samples, index, indexMS);
mMSTexInfo->msTex = std::move(texMS);
}
RenderTargetD3D *rt;
ANGLE_TRY(mMSTexInfo->msTex->getRenderTarget(context, mMSTexInfo->indexMS, samples, &rt));
// By returning the multisampled render target to the caller, the render target
// is expected to be changed so we need to resolve to a single sampled texture
// next time resolveTexture is called.
mMSTexInfo->msTextureNeedsResolve = true;
*outRT = rt;
return angle::Result::Continue;
}
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(),
mLevelZeroRenderTarget(nullptr),
mUseLevelZeroTexture(false),
mSwizzleTexture(),
mBindChroma(false)
{
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)
: TextureStorage11(renderer,
0,
0,
0),
mTexture(),
mLevelZeroTexture(),
mLevelZeroRenderTarget(nullptr),
mUseLevelZeroTexture(false),
mSwizzleTexture(),
mBindChroma(bindChroma)
{
texture->AddRef();
mTexture.set(static_cast<ID3D11Texture2D *>(texture), mFormatInfo);
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(),
mHasKeyedMutex(false),
mLevelZeroTexture(),
mLevelZeroRenderTarget(nullptr),
mUseLevelZeroTexture(hintLevelZeroOnly && levels > 1),
mSwizzleTexture(),
mBindChroma(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->getFeatures().zeroMaxLodWorkaround.enabled);
}
angle::Result TextureStorage11_2D::onDestroy(const gl::Context *context)
{
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.
ANGLE_TRY(mAssociatedImages[i]->recoverFromAssociatedStorage(context));
}
}
if (mHasKeyedMutex)
{
// If the keyed mutex is released that will unbind it and cause the state cache to become
// desynchronized.
mRenderer->getStateManager()->invalidateBoundViews();
}
return angle::Result::Continue;
}
TextureStorage11_2D::~TextureStorage11_2D() {}
angle::Result TextureStorage11_2D::copyToStorage(const gl::Context *context,
TextureStorage *destStorage)
{
ASSERT(destStorage);
TextureStorage11_2D *dest11 = GetAs<TextureStorage11_2D>(destStorage);
ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
if (mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
{
// If either mTexture or mLevelZeroTexture exist, then we need to copy them into the
// corresponding textures in destStorage.
if (mTexture.valid())
{
ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(context, false));
const TextureHelper11 *destResource = nullptr;
ANGLE_TRY(dest11->getResource(context, &destResource));
immediateContext->CopyResource(destResource->get(), mTexture.get());
}
if (mLevelZeroTexture.valid())
{
ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(context, true));
const TextureHelper11 *destResource = nullptr;
ANGLE_TRY(dest11->getResource(context, &destResource));
immediateContext->CopyResource(destResource->get(), mLevelZeroTexture.get());
}
return angle::Result::Continue;
}
const TextureHelper11 *sourceResouce = nullptr;
ANGLE_TRY(getResource(context, &sourceResouce));
const TextureHelper11 *destResource = nullptr;
ANGLE_TRY(dest11->getResource(context, &destResource));
immediateContext->CopyResource(destResource->get(), sourceResouce->get());
dest11->markDirty();
return angle::Result::Continue;
}
angle::Result TextureStorage11_2D::useLevelZeroWorkaroundTexture(const gl::Context *context,
bool useLevelZeroTexture)
{
if (useLevelZeroTexture && mMipLevels > 1)
{
if (!mUseLevelZeroTexture && mTexture.valid())
{
ANGLE_TRY(ensureTextureExists(context, 1));
// Pull data back from the mipped texture if necessary.
ASSERT(mLevelZeroTexture.valid());
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
deviceContext->CopySubresourceRegion(mLevelZeroTexture.get(), 0, 0, 0, 0,
mTexture.get(), 0, nullptr);
}
mUseLevelZeroTexture = true;
}
else
{
if (mUseLevelZeroTexture && mLevelZeroTexture.valid())
{
ANGLE_TRY(ensureTextureExists(context, mMipLevels));
// Pull data back from the level zero texture if necessary.
ASSERT(mTexture.valid());
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
deviceContext->CopySubresourceRegion(mTexture.get(), 0, 0, 0, 0,
mLevelZeroTexture.get(), 0, nullptr);
}
mUseLevelZeroTexture = false;
}
return angle::Result::Continue;
}
void TextureStorage11_2D::associateImage(Image11 *image, const gl::ImageIndex &index)
{
const GLint level = index.getLevelIndex();
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.getLevelIndex();
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.getLevelIndex();
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.
angle::Result TextureStorage11_2D::releaseAssociatedImage(const gl::Context *context,
const gl::ImageIndex &index,
Image11 *incomingImage)
{
const GLint level = index.getLevelIndex();
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(context));
}
}
return angle::Result::Continue;
}
angle::Result TextureStorage11_2D::getResource(const gl::Context *context,
const TextureHelper11 **outResource)
{
if (mUseLevelZeroTexture && mMipLevels > 1)
{
ANGLE_TRY(ensureTextureExists(context, 1));
*outResource = &mLevelZeroTexture;
return angle::Result::Continue;
}
ANGLE_TRY(ensureTextureExists(context, mMipLevels));
*outResource = &mTexture;
return angle::Result::Continue;
}
angle::Result TextureStorage11_2D::getMippedResource(const gl::Context *context,
const TextureHelper11 **outResource)
{
// This shouldn't be called unless the zero max LOD workaround is active.
ASSERT(mRenderer->getFeatures().zeroMaxLodWorkaround.enabled);
ANGLE_TRY(ensureTextureExists(context, mMipLevels));
*outResource = &mTexture;
return angle::Result::Continue;
}
angle::Result TextureStorage11_2D::ensureTextureExists(const gl::Context *context, int mipLevels)
{
// If mMipLevels = 1 then always use mTexture rather than mLevelZeroTexture.
ANGLE_TRY(resolveTexture(context));
bool useLevelZeroTexture = mRenderer->getFeatures().zeroMaxLodWorkaround.enabled
? (mipLevels == 1) && (mMipLevels > 1)
: false;
TextureHelper11 *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->valid() && mTextureWidth > 0 && mTextureHeight > 0)
{
ASSERT(mipLevels > 0);
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();
ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, mFormatInfo,
outputTexture));
if (useLevelZeroTexture)
{
outputTexture->setDebugName("TexStorage2D.Level0Texture");
}
else
{
outputTexture->setDebugName("TexStorage2D.Texture");
}
}
return angle::Result::Continue;
}
angle::Result TextureStorage11_2D::getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT)
{
ASSERT(!index.hasLayer());
const int level = index.getLevelIndex();
ASSERT(level >= 0 && level < getLevelCount());
bool needMS = samples > 0;
if (needMS)
{
return getMultisampledRenderTarget(context, index, samples, outRT);
}
else
{
ANGLE_TRY(resolveTexture(context));
}
// 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].get();
return angle::Result::Continue;
}
if (mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
{
ASSERT(level == 0);
ANGLE_TRY(useLevelZeroWorkaroundTexture(context, true));
}
const TextureHelper11 *texture = nullptr;
ANGLE_TRY(getResource(context, &texture));
const d3d11::SharedSRV *srv = nullptr;
ANGLE_TRY(getSRVLevel(context, level, false, &srv));
const d3d11::SharedSRV *blitSRV = nullptr;
ANGLE_TRY(getSRVLevel(context, level, true, &blitSRV));
Context11 *context11 = GetImplAs<Context11>(context);
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(context11, rtvDesc, mLevelZeroTexture.get(), &rtv));
rtv.setDebugName("TexStorage2D.Level0RTV");
mLevelZeroRenderTarget.reset(new TextureRenderTarget11(
std::move(rtv), mLevelZeroTexture, d3d11::SharedSRV(), d3d11::SharedSRV(),
mFormatInfo.internalFormat, getFormatSet(), getLevelWidth(level),
getLevelHeight(level), 1, 0));
}
*outRT = mLevelZeroRenderTarget.get();
return angle::Result::Continue;
}
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(context11, rtvDesc, texture->get(), &rtv));
rtv.setDebugName("TexStorage2D.RTV");
mRenderTarget[level].reset(new TextureRenderTarget11(
std::move(rtv), *texture, *srv, *blitSRV, mFormatInfo.internalFormat, getFormatSet(),
getLevelWidth(level), getLevelHeight(level), 1, 0));
*outRT = mRenderTarget[level].get();
return angle::Result::Continue;
}
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;
d3d11::DepthStencilView dsv;
ANGLE_TRY(mRenderer->allocateResource(context11, dsvDesc, texture->get(), &dsv));
dsv.setDebugName("TexStorage2D.DSV");
mRenderTarget[level].reset(new TextureRenderTarget11(
std::move(dsv), *texture, *srv, mFormatInfo.internalFormat, getFormatSet(),
getLevelWidth(level), getLevelHeight(level), 1, 0));
*outRT = mRenderTarget[level].get();
return angle::Result::Continue;
}
angle::Result TextureStorage11_2D::createSRVForSampler(const gl::Context *context,
int baseLevel,
int mipLevels,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedSRV *outSRV)
{
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;
#if defined(STARBOARD)
D3D11_TEXTURE2D_DESC texture_desc;
texture.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 = 0;
srvDesc.Texture2DArray.ArraySize = 1;
if (mBindChroma)
srvDesc.Format = DXGI_FORMAT_R8G8_UNORM;
else
srvDesc.Format = DXGI_FORMAT_R8_UNORM;
}
#endif
const TextureHelper11 *srvTexture = &texture;
if (mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
{
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.
ANGLE_TRY(ensureTextureExists(context, 1));
srvTexture = &mLevelZeroTexture;
}
else
{
ASSERT(mipLevels == static_cast<int>(mMipLevels));
ASSERT(mTexture.valid() && texture == mTexture);
srvTexture = &mTexture;
}
}
ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, srvTexture->get(),
outSRV));
outSRV->setDebugName("TexStorage2D.SRV");
return angle::Result::Continue;
}
angle::Result TextureStorage11_2D::createSRVForImage(const gl::Context *context,
int level,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedSRV *outSRV)
{
ASSERT(outSRV);
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = mTopLevel + level;
srvDesc.Texture2D.MipLevels = 1;
ANGLE_TRY(
mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
outSRV->setDebugName("TexStorage2D.SRVForImage");
return angle::Result::Continue;
}
angle::Result TextureStorage11_2D::createUAVForImage(const gl::Context *context,
int level,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedUAV *outUAV)
{
ASSERT(outUAV);
D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
uavDesc.Format = format;
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
uavDesc.Texture2D.MipSlice = mTopLevel + level;
ANGLE_TRY(
mRenderer->allocateResource(GetImplAs<Context11>(context), uavDesc, texture.get(), outUAV));
outUAV->setDebugName("TexStorage2D.UAVForImage");
return angle::Result::Continue;
}
angle::Result TextureStorage11_2D::getSwizzleTexture(const gl::Context *context,
const TextureHelper11 **outTexture)
{
ASSERT(outTexture);
if (!mSwizzleTexture.valid())
{
const auto &format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps());
D3D11_TEXTURE2D_DESC desc;
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.MipLevels = mMipLevels;
desc.ArraySize = 1;
desc.Format = format.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;
ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, format,
&mSwizzleTexture));
mSwizzleTexture.setDebugName("TexStorage2D.SwizzleTexture");
}
*outTexture = &mSwizzleTexture;
return angle::Result::Continue;
}
angle::Result TextureStorage11_2D::getSwizzleRenderTarget(const gl::Context *context,
int mipLevel,
const d3d11::RenderTargetView **outRTV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ASSERT(outRTV);
if (!mSwizzleRenderTargets[mipLevel].valid())
{
const TextureHelper11 *swizzleTexture = nullptr;
ANGLE_TRY(getSwizzleTexture(context, &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(GetImplAs<Context11>(context), rtvDesc,
mSwizzleTexture.get(),
&mSwizzleRenderTargets[mipLevel]));
}
*outRTV = &mSwizzleRenderTargets[mipLevel];
return angle::Result::Continue;
}
angle::Result TextureStorage11_2D::ensureDropStencilTexture(const gl::Context *context,
DropStencil *dropStencilOut)
{
if (mDropStencilTexture.valid())
{
*dropStencilOut = DropStencil::ALREADY_EXISTS;
return angle::Result::Continue;
}
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;
const auto &format =
d3d11::Format::Get(GL_DEPTH_COMPONENT32F, mRenderer->getRenderer11DeviceCaps());
ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), dropDesc, format,
&mDropStencilTexture));
mDropStencilTexture.setDebugName("TexStorage2D.DropStencil");
ANGLE_TRY(initDropStencilTexture(context, gl::ImageIndexIterator::Make2D(0, mMipLevels)));
*dropStencilOut = DropStencil::CREATED;
return angle::Result::Continue;
}
angle::Result TextureStorage11_2D::resolveTexture(const gl::Context *context)
{
if (mMSTexInfo && mMSTexInfo->msTex && mMSTexInfo->msTextureNeedsResolve)
{
ANGLE_TRY(resolveTextureHelper(context, mTexture));
onStateChange(angle::SubjectMessage::ContentsChanged);
}
return angle::Result::Continue;
}
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::D3D11Texture);
auto *producer = static_cast<StreamProducerD3DTexture *>(stream->getImplementation());
mTexture.set(producer->getD3DTexture(), mFormatInfo);
mSubresourceIndex = producer->getArraySlice();
mTexture.get()->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;
}
angle::Result TextureStorage11_External::onDestroy(const gl::Context *context)
{
if (mHasKeyedMutex)
{
// If the keyed mutex is released that will unbind it and cause the state cache to become
// desynchronized.
mRenderer->getStateManager()->invalidateBoundViews();
}
return angle::Result::Continue;
}
TextureStorage11_External::~TextureStorage11_External() {}
angle::Result TextureStorage11_External::copyToStorage(const gl::Context *context,
TextureStorage *destStorage)
{
UNIMPLEMENTED();
return angle::Result::Continue;
}
void TextureStorage11_External::associateImage(Image11 *image, const gl::ImageIndex &index)
{
ASSERT(index.getLevelIndex() == 0);
mAssociatedImage = image;
}
void TextureStorage11_External::verifyAssociatedImageValid(const gl::ImageIndex &index,
Image11 *expectedImage)
{
ASSERT(index.getLevelIndex() == 0 && mAssociatedImage == expectedImage);
}
void TextureStorage11_External::disassociateImage(const gl::ImageIndex &index,
Image11 *expectedImage)
{
ASSERT(index.getLevelIndex() == 0);
ASSERT(mAssociatedImage == expectedImage);
mAssociatedImage = nullptr;
}
angle::Result TextureStorage11_External::releaseAssociatedImage(const gl::Context *context,
const gl::ImageIndex &index,
Image11 *incomingImage)
{
ASSERT(index.getLevelIndex() == 0);
if (mAssociatedImage != nullptr && mAssociatedImage != incomingImage)
{
mAssociatedImage->verifyAssociatedStorageValid(this);
ANGLE_TRY(mAssociatedImage->recoverFromAssociatedStorage(context));
}
return angle::Result::Continue;
}
angle::Result TextureStorage11_External::getResource(const gl::Context *context,
const TextureHelper11 **outResource)
{
*outResource = &mTexture;
return angle::Result::Continue;
}
angle::Result TextureStorage11_External::getMippedResource(const gl::Context *context,
const TextureHelper11 **outResource)
{
*outResource = &mTexture;
return angle::Result::Continue;
}
angle::Result TextureStorage11_External::getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT)
{
// Render targets are not supported for external textures
ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
return angle::Result::Stop;
}
angle::Result TextureStorage11_External::createSRVForSampler(const gl::Context *context,
int baseLevel,
int mipLevels,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedSRV *outSRV)
{
// 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;
ANGLE_TRY(
mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
outSRV->setDebugName("TexStorage2D.SRV");
return angle::Result::Continue;
}
angle::Result TextureStorage11_External::createSRVForImage(const gl::Context *context,
int level,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedSRV *outSRV)
{
ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
return angle::Result::Stop;
}
angle::Result TextureStorage11_External::createUAVForImage(const gl::Context *context,
int level,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedUAV *outUAV)
{
ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
return angle::Result::Stop;
}
angle::Result TextureStorage11_External::getSwizzleTexture(const gl::Context *context,
const TextureHelper11 **outTexture)
{
ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
return angle::Result::Stop;
}
angle::Result TextureStorage11_External::getSwizzleRenderTarget(
const gl::Context *context,
int mipLevel,
const d3d11::RenderTargetView **outRTV)
{
ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
return angle::Result::Stop;
}
TextureStorage11ImmutableBase::TextureStorage11ImmutableBase(Renderer11 *renderer,
UINT bindFlags,
UINT miscFlags,
GLenum internalFormat)
: TextureStorage11(renderer, bindFlags, miscFlags, internalFormat)
{}
void TextureStorage11ImmutableBase::associateImage(Image11 *, const gl::ImageIndex &) {}
void TextureStorage11ImmutableBase::disassociateImage(const gl::ImageIndex &, Image11 *) {}
void TextureStorage11ImmutableBase::verifyAssociatedImageValid(const gl::ImageIndex &, Image11 *) {}
angle::Result TextureStorage11ImmutableBase::releaseAssociatedImage(const gl::Context *context,
const gl::ImageIndex &,
Image11 *)
{
return angle::Result::Continue;
}
angle::Result TextureStorage11ImmutableBase::createSRVForImage(const gl::Context *context,
int level,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedSRV *outSRV)
{
ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
return angle::Result::Stop;
}
angle::Result TextureStorage11ImmutableBase::createUAVForImage(const gl::Context *context,
int level,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedUAV *outUAV)
{
ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
return angle::Result::Stop;
}
TextureStorage11_EGLImage::TextureStorage11_EGLImage(Renderer11 *renderer,
EGLImageD3D *eglImage,
RenderTarget11 *renderTarget11)
: TextureStorage11ImmutableBase(renderer,
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE,
0,
renderTarget11->getInternalFormat()),
mImage(eglImage),
mCurrentRenderTarget(0),
mSwizzleTexture(),
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() {}
angle::Result TextureStorage11_EGLImage::getSubresourceIndex(const gl::Context *context,
const gl::ImageIndex &index,
UINT *outSubresourceIndex) const
{
ASSERT(index.getType() == gl::TextureType::_2D);
ASSERT(index.getLevelIndex() == 0);
RenderTarget11 *renderTarget11 = nullptr;
ANGLE_TRY(getImageRenderTarget(context, &renderTarget11));
*outSubresourceIndex = renderTarget11->getSubresourceIndex();
return angle::Result::Continue;
}
angle::Result TextureStorage11_EGLImage::getResource(const gl::Context *context,
const TextureHelper11 **outResource)
{
ANGLE_TRY(checkForUpdatedRenderTarget(context));
RenderTarget11 *renderTarget11 = nullptr;
ANGLE_TRY(getImageRenderTarget(context, &renderTarget11));
*outResource = &renderTarget11->getTexture();
return angle::Result::Continue;
}
angle::Result TextureStorage11_EGLImage::getSRVForSampler(const gl::Context *context,
const gl::TextureState &textureState,
const gl::SamplerState &sampler,
const d3d11::SharedSRV **outSRV)
{
ANGLE_TRY(checkForUpdatedRenderTarget(context));
return TextureStorage11::getSRVForSampler(context, textureState, sampler, outSRV);
}
angle::Result TextureStorage11_EGLImage::getMippedResource(const gl::Context *context,
const TextureHelper11 **)
{
// This shouldn't be called unless the zero max LOD workaround is active.
// EGL images are unavailable in this configuration.
ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
return angle::Result::Stop;
}
angle::Result TextureStorage11_EGLImage::getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT)
{
ASSERT(!index.hasLayer());
ASSERT(index.getLevelIndex() == 0);
ANGLE_TRY(checkForUpdatedRenderTarget(context));
return mImage->getRenderTarget(context, outRT);
}
angle::Result TextureStorage11_EGLImage::copyToStorage(const gl::Context *context,
TextureStorage *destStorage)
{
const TextureHelper11 *sourceResouce = nullptr;
ANGLE_TRY(getResource(context, &sourceResouce));
ASSERT(destStorage);
TextureStorage11_2D *dest11 = GetAs<TextureStorage11_2D>(destStorage);
const TextureHelper11 *destResource = nullptr;
ANGLE_TRY(dest11->getResource(context, &destResource));
ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
immediateContext->CopyResource(destResource->get(), sourceResouce->get());
dest11->markDirty();
return angle::Result::Continue;
}
angle::Result TextureStorage11_EGLImage::useLevelZeroWorkaroundTexture(const gl::Context *context,
bool)
{
ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
return angle::Result::Stop;
}
angle::Result TextureStorage11_EGLImage::getSwizzleTexture(const gl::Context *context,
const TextureHelper11 **outTexture)
{
ASSERT(outTexture);
if (!mSwizzleTexture.valid())
{
const auto &format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps());
D3D11_TEXTURE2D_DESC desc;
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.MipLevels = mMipLevels;
desc.ArraySize = 1;
desc.Format = format.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;
ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, format,
&mSwizzleTexture));
mSwizzleTexture.setDebugName("TexStorageEGLImage.SwizzleTexture");
}
*outTexture = &mSwizzleTexture;
return angle::Result::Continue;
}
angle::Result TextureStorage11_EGLImage::getSwizzleRenderTarget(
const gl::Context *context,
int mipLevel,
const d3d11::RenderTargetView **outRTV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ASSERT(outRTV);
if (!mSwizzleRenderTargets[mipLevel].valid())
{
const TextureHelper11 *swizzleTexture = nullptr;
ANGLE_TRY(getSwizzleTexture(context, &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(GetImplAs<Context11>(context), rtvDesc,
mSwizzleTexture.get(),
&mSwizzleRenderTargets[mipLevel]));
}
*outRTV = &mSwizzleRenderTargets[mipLevel];
return angle::Result::Continue;
}
angle::Result TextureStorage11_EGLImage::checkForUpdatedRenderTarget(const gl::Context *context)
{
RenderTarget11 *renderTarget11 = nullptr;
ANGLE_TRY(getImageRenderTarget(context, &renderTarget11));
if (mCurrentRenderTarget != reinterpret_cast<uintptr_t>(renderTarget11))
{
clearSRVCache();
mCurrentRenderTarget = reinterpret_cast<uintptr_t>(renderTarget11);
}
return angle::Result::Continue;
}
angle::Result TextureStorage11_EGLImage::createSRVForSampler(const gl::Context *context,
int baseLevel,
int mipLevels,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedSRV *outSRV)
{
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;
ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(),
outSRV));
outSRV->setDebugName("TexStorageEGLImage.SRV");
}
else
{
RenderTarget11 *renderTarget = nullptr;
ANGLE_TRY(getImageRenderTarget(context, &renderTarget));
ASSERT(texture == renderTarget->getTexture());
*outSRV = renderTarget->getShaderResourceView(context).makeCopy();
}
return angle::Result::Continue;
}
angle::Result TextureStorage11_EGLImage::getImageRenderTarget(const gl::Context *context,
RenderTarget11 **outRT) const
{
RenderTargetD3D *renderTargetD3D = nullptr;
ANGLE_TRY(mImage->getRenderTarget(context, &renderTargetD3D));
*outRT = GetAs<RenderTarget11>(renderTargetD3D);
return angle::Result::Continue;
}
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(),
mLevelZeroTexture(),
mUseLevelZeroTexture(hintLevelZeroOnly && levels > 1),
mSwizzleTexture()
{
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
for (unsigned int face = 0; face < gl::kCubeFaceCount; face++)
{
mAssociatedImages[face][level] = nullptr;
mRenderTarget[face][level] = nullptr;
}
}
for (unsigned int face = 0; face < gl::kCubeFaceCount; 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->getFeatures().zeroMaxLodWorkaround.enabled);
}
angle::Result TextureStorage11_Cube::onDestroy(const gl::Context *context)
{
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
for (unsigned int face = 0; face < gl::kCubeFaceCount; 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.
ANGLE_TRY(mAssociatedImages[face][level]->recoverFromAssociatedStorage(context));
}
}
}
return angle::Result::Continue;
}
TextureStorage11_Cube::~TextureStorage11_Cube() {}
angle::Result TextureStorage11_Cube::getSubresourceIndex(const gl::Context *context,
const gl::ImageIndex &index,
UINT *outSubresourceIndex) const
{
UINT arraySlice = index.cubeMapFaceIndex();
if (mRenderer->getFeatures().zeroMaxLodWorkaround.enabled && mUseLevelZeroTexture &&
index.getLevelIndex() == 0)
{
UINT subresource = D3D11CalcSubresource(0, arraySlice, 1);
ASSERT(subresource != std::numeric_limits<UINT>::max());
*outSubresourceIndex = subresource;
}
else
{
UINT mipSlice = static_cast<UINT>(index.getLevelIndex() + mTopLevel);
UINT subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
ASSERT(subresource != std::numeric_limits<UINT>::max());
*outSubresourceIndex = subresource;
}
return angle::Result::Continue;
}
angle::Result TextureStorage11_Cube::copyToStorage(const gl::Context *context,
TextureStorage *destStorage)
{
ASSERT(destStorage);
TextureStorage11_Cube *dest11 = GetAs<TextureStorage11_Cube>(destStorage);
if (mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
{
ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
// If either mTexture or mLevelZeroTexture exist, then we need to copy them into the
// corresponding textures in destStorage.
if (mTexture.valid())
{
ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(context, false));
const TextureHelper11 *destResource = nullptr;
ANGLE_TRY(dest11->getResource(context, &destResource));
immediateContext->CopyResource(destResource->get(), mTexture.get());
}
if (mLevelZeroTexture.valid())
{
ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(context, true));
const TextureHelper11 *destResource = nullptr;
ANGLE_TRY(dest11->getResource(context, &destResource));
immediateContext->CopyResource(destResource->get(), mLevelZeroTexture.get());
}
}
else
{
const TextureHelper11 *sourceResouce = nullptr;
ANGLE_TRY(getResource(context, &sourceResouce));
const TextureHelper11 *destResource = nullptr;
ANGLE_TRY(dest11->getResource(context, &destResource));
ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
immediateContext->CopyResource(destResource->get(), sourceResouce->get());
}
dest11->markDirty();
return angle::Result::Continue;
}
angle::Result TextureStorage11_Cube::useLevelZeroWorkaroundTexture(const gl::Context *context,
bool useLevelZeroTexture)
{
if (useLevelZeroTexture && mMipLevels > 1)
{
if (!mUseLevelZeroTexture && mTexture.valid())
{
ANGLE_TRY(ensureTextureExists(context, 1));
// Pull data back from the mipped texture if necessary.
ASSERT(mLevelZeroTexture.valid());
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
for (int face = 0; face < 6; face++)
{
deviceContext->CopySubresourceRegion(mLevelZeroTexture.get(),
D3D11CalcSubresource(0, face, 1), 0, 0, 0,
mTexture.get(), face * mMipLevels, nullptr);
}
}
mUseLevelZeroTexture = true;
}
else
{
if (mUseLevelZeroTexture && mLevelZeroTexture.valid())
{
ANGLE_TRY(ensureTextureExists(context, mMipLevels));
// Pull data back from the level zero texture if necessary.
ASSERT(mTexture.valid());
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
for (int face = 0; face < 6; face++)
{
deviceContext->CopySubresourceRegion(mTexture.get(),
D3D11CalcSubresource(0, face, mMipLevels), 0,
0, 0, mLevelZeroTexture.get(), face, nullptr);
}
}
mUseLevelZeroTexture = false;
}
return angle::Result::Continue;
}
void TextureStorage11_Cube::associateImage(Image11 *image, const gl::ImageIndex &index)
{
const GLint level = index.getLevelIndex();
const GLint layerTarget = index.cubeMapFaceIndex();
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::kCubeFaceCount));
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
if (0 <= layerTarget && layerTarget < static_cast<GLint>(gl::kCubeFaceCount))
{
mAssociatedImages[layerTarget][level] = image;
}
}
}
void TextureStorage11_Cube::verifyAssociatedImageValid(const gl::ImageIndex &index,
Image11 *expectedImage)
{
const GLint level = index.getLevelIndex();
const GLint layerTarget = index.cubeMapFaceIndex();
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::kCubeFaceCount));
// 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.getLevelIndex();
const GLint layerTarget = index.cubeMapFaceIndex();
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::kCubeFaceCount));
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.
angle::Result TextureStorage11_Cube::releaseAssociatedImage(const gl::Context *context,
const gl::ImageIndex &index,
Image11 *incomingImage)
{
const GLint level = index.getLevelIndex();
const GLint layerTarget = index.cubeMapFaceIndex();
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::kCubeFaceCount));
if ((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS))
{
if (0 <= layerTarget && layerTarget < static_cast<GLint>(gl::kCubeFaceCount))
{
// 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(context));
}
}
}
return angle::Result::Continue;
}
angle::Result TextureStorage11_Cube::getResource(const gl::Context *context,
const TextureHelper11 **outResource)
{
if (mUseLevelZeroTexture && mMipLevels > 1)
{
ANGLE_TRY(ensureTextureExists(context, 1));
*outResource = &mLevelZeroTexture;
}
else
{
ANGLE_TRY(ensureTextureExists(context, mMipLevels));
*outResource = &mTexture;
}
return angle::Result::Continue;
}
angle::Result TextureStorage11_Cube::getMippedResource(const gl::Context *context,
const TextureHelper11 **outResource)
{
// This shouldn't be called unless the zero max LOD workaround is active.
ASSERT(mRenderer->getFeatures().zeroMaxLodWorkaround.enabled);
ANGLE_TRY(ensureTextureExists(context, mMipLevels));
*outResource = &mTexture;
return angle::Result::Continue;
}
angle::Result TextureStorage11_Cube::ensureTextureExists(const gl::Context *context, int mipLevels)
{
// If mMipLevels = 1 then always use mTexture rather than mLevelZeroTexture.
ANGLE_TRY(resolveTexture(context));
bool useLevelZeroTexture = mRenderer->getFeatures().zeroMaxLodWorkaround.enabled
? (mipLevels == 1) && (mMipLevels > 1)
: false;
TextureHelper11 *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->valid() && mTextureWidth > 0 && mTextureHeight > 0)
{
ASSERT(mMipLevels > 0);
D3D11_TEXTURE2D_DESC desc;
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.MipLevels = mipLevels;
desc.ArraySize = gl::kCubeFaceCount;
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();
ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, mFormatInfo,
outputTexture));
outputTexture->setDebugName("TexStorageCube.Texture");
}
return angle::Result::Continue;
}
angle::Result TextureStorage11_Cube::createRenderTargetSRV(const gl::Context *context,
const TextureHelper11 &texture,
const gl::ImageIndex &index,
DXGI_FORMAT resourceFormat,
d3d11::SharedSRV *srv) const
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = resourceFormat;
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + index.getLevelIndex();
srvDesc.Texture2DArray.MipLevels = 1;
srvDesc.Texture2DArray.FirstArraySlice = index.cubeMapFaceIndex();
srvDesc.Texture2DArray.ArraySize = 1;
if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_10_0)
{
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
}
else
{
// Will be used with Texture2D sampler, not TextureCube
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
}
ANGLE_TRY(
mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), srv));
return angle::Result::Continue;
}
angle::Result TextureStorage11_Cube::getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT)
{
const int faceIndex = index.cubeMapFaceIndex();
const int level = index.getLevelIndex();
ASSERT(level >= 0 && level < getLevelCount());
ASSERT(faceIndex >= 0 && faceIndex < static_cast<GLint>(gl::kCubeFaceCount));
bool needMS = samples > 0;
if (needMS)
{
return getMultisampledRenderTarget(context, index, samples, outRT);
}
else
{
ANGLE_TRY(resolveTexture(context));
}
Context11 *context11 = GetImplAs<Context11>(context);
if (!mRenderTarget[faceIndex][level])
{
if (mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
{
ASSERT(index.getLevelIndex() == 0);
ANGLE_TRY(useLevelZeroWorkaroundTexture(context, true));
}
const TextureHelper11 *texture = nullptr;
ANGLE_TRY(getResource(context, &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(context11, rtvDesc, mLevelZeroTexture.get(), &rtv));
mLevelZeroRenderTarget[faceIndex].reset(new TextureRenderTarget11(
std::move(rtv), mLevelZeroTexture, d3d11::SharedSRV(), d3d11::SharedSRV(),
mFormatInfo.internalFormat, getFormatSet(), getLevelWidth(level),
getLevelHeight(level), 1, 0));
}
ASSERT(outRT);
*outRT = mLevelZeroRenderTarget[faceIndex].get();
return angle::Result::Continue;
}
d3d11::SharedSRV srv;
ANGLE_TRY(createRenderTargetSRV(context, *texture, index, mFormatInfo.srvFormat, &srv));
d3d11::SharedSRV blitSRV;
if (mFormatInfo.blitSRVFormat != mFormatInfo.srvFormat)
{
ANGLE_TRY(createRenderTargetSRV(context, *texture, index, mFormatInfo.blitSRVFormat,
&blitSRV));
}
else
{
blitSRV = srv.makeCopy();
}
srv.setDebugName("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;
ANGLE_TRY(mRenderer->allocateResource(context11, rtvDesc, texture->get(), &rtv));
rtv.setDebugName("TexStorageCube.RenderTargetRTV");
mRenderTarget[faceIndex][level].reset(new TextureRenderTarget11(
std::move(rtv), *texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(),
getLevelWidth(level), getLevelHeight(level), 1, 0));
}
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;
d3d11::DepthStencilView dsv;
ANGLE_TRY(mRenderer->allocateResource(context11, dsvDesc, texture->get(), &dsv));
dsv.setDebugName("TexStorageCube.RenderTargetDSV");
mRenderTarget[faceIndex][level].reset(new TextureRenderTarget11(
std::move(dsv), *texture, srv, mFormatInfo.internalFormat, getFormatSet(),
getLevelWidth(level), getLevelHeight(level), 1, 0));
}
else
{
UNREACHABLE();
}
}
ASSERT(outRT);
*outRT = mRenderTarget[faceIndex][level].get();
return angle::Result::Continue;
}
angle::Result TextureStorage11_Cube::createSRVForSampler(const gl::Context *context,
int baseLevel,
int mipLevels,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedSRV *outSRV)
{
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 = gl::kCubeFaceCount;
}
else
{
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
srvDesc.TextureCube.MipLevels = mipLevels;
srvDesc.TextureCube.MostDetailedMip = mTopLevel + baseLevel;
}
const TextureHelper11 *srvTexture = &texture;
if (mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
{
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.
ANGLE_TRY(ensureTextureExists(context, 1));
srvTexture = &mLevelZeroTexture;
}
else
{
ASSERT(mipLevels == static_cast<int>(mMipLevels));
ASSERT(mTexture.valid() && texture == mTexture);
srvTexture = &mTexture;
}
}
ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, srvTexture->get(),
outSRV));
outSRV->setDebugName("TexStorageCube.SRV");
return angle::Result::Continue;
}
angle::Result TextureStorage11_Cube::createSRVForImage(const gl::Context *context,
int level,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedSRV *outSRV)
{
ASSERT(outSRV);
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + level;
srvDesc.Texture2DArray.MipLevels = 1;
srvDesc.Texture2DArray.FirstArraySlice = 0;
srvDesc.Texture2DArray.ArraySize = gl::kCubeFaceCount;
ANGLE_TRY(
mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
outSRV->setDebugName("TexStorageCube.SRVForImage");
return angle::Result::Continue;
}
angle::Result TextureStorage11_Cube::createUAVForImage(const gl::Context *context,
int level,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedUAV *outUAV)
{
ASSERT(outUAV);
D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
uavDesc.Format = format;
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
uavDesc.Texture2DArray.MipSlice = mTopLevel + level;
uavDesc.Texture2DArray.FirstArraySlice = 0;
uavDesc.Texture2DArray.ArraySize = gl::kCubeFaceCount;
ANGLE_TRY(
mRenderer->allocateResource(GetImplAs<Context11>(context), uavDesc, texture.get(), outUAV));
outUAV->setDebugName("TexStorageCube.UAVForImage");
return angle::Result::Continue;
}
angle::Result TextureStorage11_Cube::getSwizzleTexture(const gl::Context *context,
const TextureHelper11 **outTexture)
{
ASSERT(outTexture);
if (!mSwizzleTexture.valid())
{
const auto &format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps());
D3D11_TEXTURE2D_DESC desc;
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.MipLevels = mMipLevels;
desc.ArraySize = gl::kCubeFaceCount;
desc.Format = format.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;
ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, format,
&mSwizzleTexture));
mSwizzleTexture.setDebugName("TexStorageCube.SwizzleTexture");
}
*outTexture = &mSwizzleTexture;
return angle::Result::Continue;
}
angle::Result TextureStorage11_Cube::getSwizzleRenderTarget(const gl::Context *context,
int mipLevel,
const d3d11::RenderTargetView **outRTV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ASSERT(outRTV);
if (!mSwizzleRenderTargets[mipLevel].valid())
{
const TextureHelper11 *swizzleTexture = nullptr;
ANGLE_TRY(getSwizzleTexture(context, &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 = gl::kCubeFaceCount;
ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), rtvDesc,
mSwizzleTexture.get(),
&mSwizzleRenderTargets[mipLevel]));
}
*outRTV = &mSwizzleRenderTargets[mipLevel];
return angle::Result::Continue;
}
angle::Result TextureStorage11_Cube::ensureDropStencilTexture(const gl::Context *context,
DropStencil *dropStencilOut)
{
if (mDropStencilTexture.valid())
{
*dropStencilOut = DropStencil::ALREADY_EXISTS;
return angle::Result::Continue;
}
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;
const auto &format =
d3d11::Format::Get(GL_DEPTH_COMPONENT32F, mRenderer->getRenderer11DeviceCaps());
ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), dropDesc, format,
&mDropStencilTexture));
mDropStencilTexture.setDebugName("TexStorageCube.DropStencil");
ANGLE_TRY(initDropStencilTexture(context, gl::ImageIndexIterator::MakeCube(0, mMipLevels)));
*dropStencilOut = DropStencil::CREATED;
return angle::Result::Continue;
}
angle::Result TextureStorage11_Cube::resolveTexture(const gl::Context *context)
{
if (mMSTexInfo && mMSTexInfo->msTex && mMSTexInfo->msTextureNeedsResolve)
{
ANGLE_TRY(resolveTextureHelper(context, mTexture));
onStateChange(angle::SubjectMessage::ContentsChanged);
}
return angle::Result::Continue;
}
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)
{
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;
}
angle::Result TextureStorage11_3D::onDestroy(const gl::Context *context)
{
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.
ANGLE_TRY(mAssociatedImages[i]->recoverFromAssociatedStorage(context));
}
}
return angle::Result::Continue;
}
TextureStorage11_3D::~TextureStorage11_3D() {}
void TextureStorage11_3D::associateImage(Image11 *image, const gl::ImageIndex &index)
{
const GLint level = index.getLevelIndex();
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.getLevelIndex();
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.getLevelIndex();
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.
angle::Result TextureStorage11_3D::releaseAssociatedImage(const gl::Context *context,
const gl::ImageIndex &index,
Image11 *incomingImage)
{
const GLint level = index.getLevelIndex();
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(context));
}
}
return angle::Result::Continue;
}
angle::Result TextureStorage11_3D::getResource(const gl::Context *context,
const TextureHelper11 **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.valid() && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0)
{
ASSERT(mMipLevels > 0);
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();
ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, mFormatInfo,
&mTexture));
mTexture.setDebugName("TexStorage3D.Texture");
}
*outResource = &mTexture;
return angle::Result::Continue;
}
angle::Result TextureStorage11_3D::createSRVForSampler(const gl::Context *context,
int baseLevel,
int mipLevels,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedSRV *outSRV)
{
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;
ANGLE_TRY(
mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
outSRV->setDebugName("TexStorage3D.SRV");
return angle::Result::Continue;
}
angle::Result TextureStorage11_3D::createSRVForImage(const gl::Context *context,
int level,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedSRV *outSRV)
{
ASSERT(outSRV);
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
srvDesc.Texture3D.MostDetailedMip = mTopLevel + level;
srvDesc.Texture3D.MipLevels = 1;
ANGLE_TRY(
mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
outSRV->setDebugName("TexStorage3D.SRVForImage");
return angle::Result::Continue;
}
angle::Result TextureStorage11_3D::createUAVForImage(const gl::Context *context,
int level,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedUAV *outUAV)
{
ASSERT(outUAV);
D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
uavDesc.Format = format;
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
uavDesc.Texture3D.MipSlice = mTopLevel + level;
uavDesc.Texture3D.FirstWSlice = 0;
uavDesc.Texture3D.WSize = mTextureDepth;
ANGLE_TRY(
mRenderer->allocateResource(GetImplAs<Context11>(context), uavDesc, texture.get(), outUAV));
outUAV->setDebugName("TexStorage3D.UAVForImage");
return angle::Result::Continue;
}
angle::Result TextureStorage11_3D::getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT)
{
const int mipLevel = index.getLevelIndex();
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ASSERT(mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);
Context11 *context11 = GetImplAs<Context11>(context);
if (!index.hasLayer())
{
if (!mLevelRenderTargets[mipLevel])
{
const TextureHelper11 *texture = nullptr;
ANGLE_TRY(getResource(context, &texture));
const d3d11::SharedSRV *srv = nullptr;
ANGLE_TRY(getSRVLevel(context, mipLevel, false, &srv));
const d3d11::SharedSRV *blitSRV = nullptr;
ANGLE_TRY(getSRVLevel(context, 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;
ANGLE_TRY(mRenderer->allocateResource(context11, rtvDesc, texture->get(), &rtv));
rtv.setDebugName("TexStorage3D.RTV");
mLevelRenderTargets[mipLevel].reset(new TextureRenderTarget11(
std::move(rtv), *texture, *srv, *blitSRV, mFormatInfo.internalFormat,
getFormatSet(), getLevelWidth(mipLevel), getLevelHeight(mipLevel),
getLevelDepth(mipLevel), 0));
}
ASSERT(outRT);
*outRT = mLevelRenderTargets[mipLevel].get();
return angle::Result::Continue;
}
const int layer = index.getLayerIndex();
LevelLayerKey key(mipLevel, layer);
if (mLevelLayerRenderTargets.find(key) == mLevelLayerRenderTargets.end())
{
const TextureHelper11 *texture = nullptr;
ANGLE_TRY(getResource(context, &texture));
// TODO, what kind of SRV is expected here?
const d3d11::SharedSRV srv;
const d3d11::SharedSRV 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 = layer;
rtvDesc.Texture3D.WSize = 1;
d3d11::RenderTargetView rtv;
ANGLE_TRY(mRenderer->allocateResource(context11, rtvDesc, texture->get(), &rtv));
rtv.setDebugName("TexStorage3D.LayerRTV");
mLevelLayerRenderTargets[key].reset(new TextureRenderTarget11(
std::move(rtv), *texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(),
getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0));
}
ASSERT(outRT);
*outRT = mLevelLayerRenderTargets[key].get();
return angle::Result::Continue;
}
angle::Result TextureStorage11_3D::getSwizzleTexture(const gl::Context *context,
const TextureHelper11 **outTexture)
{
ASSERT(outTexture);
if (!mSwizzleTexture.valid())
{
const auto &format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps());
D3D11_TEXTURE3D_DESC desc;
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.Depth = mTextureDepth;
desc.MipLevels = mMipLevels;
desc.Format = format.texFormat;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, format,
&mSwizzleTexture));
mSwizzleTexture.setDebugName("TexStorage3D.SwizzleTexture");
}
*outTexture = &mSwizzleTexture;
return angle::Result::Continue;
}
angle::Result TextureStorage11_3D::getSwizzleRenderTarget(const gl::Context *context,
int mipLevel,
const d3d11::RenderTargetView **outRTV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ASSERT(outRTV);
if (!mSwizzleRenderTargets[mipLevel].valid())
{
const TextureHelper11 *swizzleTexture = nullptr;
ANGLE_TRY(getSwizzleTexture(context, &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(GetImplAs<Context11>(context), rtvDesc,
mSwizzleTexture.get(),
&mSwizzleRenderTargets[mipLevel]));
mSwizzleRenderTargets[mipLevel].setDebugName("TexStorage3D.SwizzleRTV");
}
*outRTV = &mSwizzleRenderTargets[mipLevel];
return angle::Result::Continue;
}
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)
{
// adjust size if needed for compressed textures
d3d11::MakeValidSize(false, mFormatInfo.texFormat, &width, &height, &mTopLevel);
mMipLevels = mTopLevel + levels;
mTextureWidth = width;
mTextureHeight = height;
mTextureDepth = depth;
}
angle::Result TextureStorage11_2DArray::onDestroy(const gl::Context *context)
{
for (auto iter : mAssociatedImages)
{
if (iter.second)
{
iter.second->verifyAssociatedStorageValid(this);
// We must let the Images recover their data before we delete it from the
// TextureStorage.
ANGLE_TRY(iter.second->recoverFromAssociatedStorage(context));
}
}
mAssociatedImages.clear();
return angle::Result::Continue;
}
TextureStorage11_2DArray::~TextureStorage11_2DArray() {}
void TextureStorage11_2DArray::associateImage(Image11 *image, const gl::ImageIndex &index)
{
const GLint level = index.getLevelIndex();
const GLint layerTarget = index.getLayerIndex();
const GLint numLayers = index.getLayerCount();
ASSERT(0 <= level && level < getLevelCount());
if (0 <= level && level < getLevelCount())
{
LevelLayerRangeKey key(level, layerTarget, numLayers);
mAssociatedImages[key] = image;
}
}
void TextureStorage11_2DArray::verifyAssociatedImageValid(const gl::ImageIndex &index,
Image11 *expectedImage)
{
const GLint level = index.getLevelIndex();
const GLint layerTarget = index.getLayerIndex();
const GLint numLayers = index.getLayerCount();
LevelLayerRangeKey key(level, layerTarget, numLayers);
// 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.getLevelIndex();
const GLint layerTarget = index.getLayerIndex();
const GLint numLayers = index.getLayerCount();
LevelLayerRangeKey key(level, layerTarget, numLayers);
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.
angle::Result TextureStorage11_2DArray::releaseAssociatedImage(const gl::Context *context,
const gl::ImageIndex &index,
Image11 *incomingImage)
{
const GLint level = index.getLevelIndex();
const GLint layerTarget = index.getLayerIndex();
const GLint numLayers = index.getLayerCount();
LevelLayerRangeKey key(level, layerTarget, numLayers);
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(context));
}
}
return angle::Result::Continue;
}
angle::Result TextureStorage11_2DArray::getResource(const gl::Context *context,
const TextureHelper11 **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.valid() && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0)
{
ASSERT(mMipLevels > 0);
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();
ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, mFormatInfo,
&mTexture));
mTexture.setDebugName("TexStorage2DArray.Texture");
}
*outResource = &mTexture;
return angle::Result::Continue;
}
angle::Result TextureStorage11_2DArray::createSRVForSampler(const gl::Context *context,
int baseLevel,
int mipLevels,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedSRV *outSRV)
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
srvDesc.Texture2DArray.MipLevels = mipLevels;
srvDesc.Texture2DArray.FirstArraySlice = 0;
srvDesc.Texture2DArray.ArraySize = mTextureDepth;
ANGLE_TRY(
mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
outSRV->setDebugName("TexStorage2DArray.SRV");
return angle::Result::Continue;
}
angle::Result TextureStorage11_2DArray::createSRVForImage(const gl::Context *context,
int level,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedSRV *outSRV)
{
ASSERT(outSRV);
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + level;
srvDesc.Texture2DArray.MipLevels = 1;
srvDesc.Texture2DArray.FirstArraySlice = 0;
srvDesc.Texture2DArray.ArraySize = mTextureDepth;
ANGLE_TRY(
mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
outSRV->setDebugName("TexStorage2DArray.SRVForImage");
return angle::Result::Continue;
}
angle::Result TextureStorage11_2DArray::createUAVForImage(const gl::Context *context,
int level,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedUAV *outUAV)
{
ASSERT(outUAV);
D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
uavDesc.Format = format;
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
uavDesc.Texture2DArray.MipSlice = mTopLevel + level;
uavDesc.Texture2DArray.FirstArraySlice = 0;
uavDesc.Texture2DArray.ArraySize = mTextureDepth;
ANGLE_TRY(
mRenderer->allocateResource(GetImplAs<Context11>(context), uavDesc, texture.get(), outUAV));
outUAV->setDebugName("TexStorage2DArray.UAVForImage");
return angle::Result::Continue;
}
angle::Result TextureStorage11_2DArray::createRenderTargetSRV(const gl::Context *context,
const TextureHelper11 &texture,
const gl::ImageIndex &index,
DXGI_FORMAT resourceFormat,
d3d11::SharedSRV *srv) const
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = resourceFormat;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + index.getLevelIndex();
srvDesc.Texture2DArray.MipLevels = 1;
srvDesc.Texture2DArray.FirstArraySlice = index.getLayerIndex();
srvDesc.Texture2DArray.ArraySize = index.getLayerCount();
ANGLE_TRY(
mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), srv));
return angle::Result::Continue;
}
angle::Result TextureStorage11_2DArray::getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT)
{
ASSERT(index.hasLayer());
const int mipLevel = index.getLevelIndex();
const int layer = index.getLayerIndex();
const int numLayers = index.getLayerCount();
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
LevelLayerRangeKey key(mipLevel, layer, numLayers);
if (mRenderTargets.find(key) == mRenderTargets.end())
{
const TextureHelper11 *texture = nullptr;
ANGLE_TRY(getResource(context, &texture));
d3d11::SharedSRV srv;
ANGLE_TRY(createRenderTargetSRV(context, *texture, index, mFormatInfo.srvFormat, &srv));
d3d11::SharedSRV blitSRV;
if (mFormatInfo.blitSRVFormat != mFormatInfo.srvFormat)
{
ANGLE_TRY(createRenderTargetSRV(context, *texture, index, mFormatInfo.blitSRVFormat,
&blitSRV));
}
else
{
blitSRV = srv.makeCopy();
}
srv.setDebugName("TexStorage2DArray.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 + mipLevel;
rtvDesc.Texture2DArray.FirstArraySlice = layer;
rtvDesc.Texture2DArray.ArraySize = numLayers;
d3d11::RenderTargetView rtv;
ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), rtvDesc,
texture->get(), &rtv));
rtv.setDebugName("TexStorage2DArray.RenderTargetRTV");
mRenderTargets[key].reset(new TextureRenderTarget11(
std::move(rtv), *texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(),
getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0));
}
else
{
ASSERT(mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = mFormatInfo.dsvFormat;
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
dsvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
dsvDesc.Texture2DArray.FirstArraySlice = layer;
dsvDesc.Texture2DArray.ArraySize = numLayers;
dsvDesc.Flags = 0;
d3d11::DepthStencilView dsv;
ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), dsvDesc,
texture->get(), &dsv));
dsv.setDebugName("TexStorage2DArray.RenderTargetDSV");
mRenderTargets[key].reset(new TextureRenderTarget11(
std::move(dsv), *texture, srv, mFormatInfo.internalFormat, getFormatSet(),
getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0));
}
}
ASSERT(outRT);
*outRT = mRenderTargets[key].get();
return angle::Result::Continue;
}
angle::Result TextureStorage11_2DArray::getSwizzleTexture(const gl::Context *context,
const TextureHelper11 **outTexture)
{
if (!mSwizzleTexture.valid())
{
const auto &format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps());
D3D11_TEXTURE2D_DESC desc;
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.MipLevels = mMipLevels;
desc.ArraySize = mTextureDepth;
desc.Format = format.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;
ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, format,
&mSwizzleTexture));
mSwizzleTexture.setDebugName("TexStorage2DArray.SwizzleTexture");
}
*outTexture = &mSwizzleTexture;
return angle::Result::Continue;
}
angle::Result TextureStorage11_2DArray::getSwizzleRenderTarget(
const gl::Context *context,
int mipLevel,
const d3d11::RenderTargetView **outRTV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ASSERT(outRTV);
if (!mSwizzleRenderTargets[mipLevel].valid())
{
const TextureHelper11 *swizzleTexture = nullptr;
ANGLE_TRY(getSwizzleTexture(context, &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 = mTextureDepth;
ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), rtvDesc,
mSwizzleTexture.get(),
&mSwizzleRenderTargets[mipLevel]));
}
*outRTV = &mSwizzleRenderTargets[mipLevel];
return angle::Result::Continue;
}
angle::Result TextureStorage11_2DArray::ensureDropStencilTexture(const gl::Context *context,
DropStencil *dropStencilOut)
{
if (mDropStencilTexture.valid())
{
*dropStencilOut = DropStencil::ALREADY_EXISTS;
return angle::Result::Continue;
}
D3D11_TEXTURE2D_DESC dropDesc = {};
dropDesc.ArraySize = mTextureDepth;
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;
const auto &format =
d3d11::Format::Get(GL_DEPTH_COMPONENT32F, mRenderer->getRenderer11DeviceCaps());
ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), dropDesc, format,
&mDropStencilTexture));
mDropStencilTexture.setDebugName("TexStorage2DArray.DropStencil");
std::vector<GLsizei> layerCounts(mMipLevels, mTextureDepth);
ANGLE_TRY(initDropStencilTexture(
context, gl::ImageIndexIterator::Make2DArray(0, mMipLevels, layerCounts.data())));
*dropStencilOut = DropStencil::CREATED;
return angle::Result::Continue;
}
TextureStorage11_2DMultisample::TextureStorage11_2DMultisample(Renderer11 *renderer,
GLenum internalformat,
GLsizei width,
GLsizei height,
int levels,
int samples,
bool fixedSampleLocations)
: TextureStorage11ImmutableBase(
renderer,
GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), true),
GetTextureMiscFlags(internalformat, renderer->getRenderer11DeviceCaps(), true, levels),
internalformat),
mTexture(),
mRenderTarget(nullptr)
{
// There are no multisampled compressed formats, so there's no need to adjust texture size
// according to block size.
ASSERT(d3d11::GetDXGIFormatSizeInfo(mFormatInfo.texFormat).blockWidth <= 1);
ASSERT(d3d11::GetDXGIFormatSizeInfo(mFormatInfo.texFormat).blockHeight <= 1);
mMipLevels = 1;
mTextureWidth = width;
mTextureHeight = height;
mTextureDepth = 1;
mSamples = samples;
mFixedSampleLocations = fixedSampleLocations;
}
angle::Result TextureStorage11_2DMultisample::onDestroy(const gl::Context *context)
{
mRenderTarget.reset();
return angle::Result::Continue;
}
TextureStorage11_2DMultisample::~TextureStorage11_2DMultisample() {}
angle::Result TextureStorage11_2DMultisample::copyToStorage(const gl::Context *context,
TextureStorage *destStorage)
{
ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
return angle::Result::Stop;
}
angle::Result TextureStorage11_2DMultisample::getResource(const gl::Context *context,
const TextureHelper11 **outResource)
{
ANGLE_TRY(ensureTextureExists(context, 1));
*outResource = &mTexture;
return angle::Result::Continue;
}
angle::Result TextureStorage11_2DMultisample::ensureTextureExists(const gl::Context *context,
int mipLevels)
{
// For Multisampled textures, mipLevels always equals 1.
ASSERT(mipLevels == 1);
// 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 (!mTexture.valid() && mTextureWidth > 0 && mTextureHeight > 0)
{
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = mTextureWidth; // Compressed texture size constraints?
desc.Height = mTextureHeight;
desc.MipLevels = mipLevels;
desc.ArraySize = 1;
desc.Format = mFormatInfo.texFormat;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = getBindFlags() & ~D3D11_BIND_UNORDERED_ACCESS;
desc.CPUAccessFlags = 0;
desc.MiscFlags = getMiscFlags();
const gl::TextureCaps &textureCaps =
mRenderer->getNativeTextureCaps().get(mFormatInfo.internalFormat);
GLuint supportedSamples = textureCaps.getNearestSamples(mSamples);
desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples;
desc.SampleDesc.Quality = static_cast<UINT>(D3D11_STANDARD_MULTISAMPLE_PATTERN);
ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, mFormatInfo,
&mTexture));
mTexture.setDebugName("TexStorage2DMS.Texture");
}
return angle::Result::Continue;
}
angle::Result TextureStorage11_2DMultisample::getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT)
{
ASSERT(!index.hasLayer());
const int level = index.getLevelIndex();
ASSERT(level == 0);
ASSERT(outRT);
if (mRenderTarget)
{
*outRT = mRenderTarget.get();
return angle::Result::Continue;
}
const TextureHelper11 *texture = nullptr;
ANGLE_TRY(getResource(context, &texture));
const d3d11::SharedSRV *srv = nullptr;
ANGLE_TRY(getSRVLevel(context, level, false, &srv));
const d3d11::SharedSRV *blitSRV = nullptr;
ANGLE_TRY(getSRVLevel(context, level, true, &blitSRV));
Context11 *context11 = GetImplAs<Context11>(context);
if (mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mFormatInfo.rtvFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
d3d11::RenderTargetView rtv;
ANGLE_TRY(mRenderer->allocateResource(context11, rtvDesc, texture->get(), &rtv));
mRenderTarget.reset(new TextureRenderTarget11(
std::move(rtv), *texture, *srv, *blitSRV, mFormatInfo.internalFormat, getFormatSet(),
getLevelWidth(level), getLevelHeight(level), 1, mSamples));
*outRT = mRenderTarget.get();
return angle::Result::Continue;
}
ASSERT(mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = mFormatInfo.dsvFormat;
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
dsvDesc.Flags = 0;
d3d11::DepthStencilView dsv;
ANGLE_TRY(mRenderer->allocateResource(context11, dsvDesc, texture->get(), &dsv));
mRenderTarget.reset(new TextureRenderTarget11(
std::move(dsv), *texture, *srv, mFormatInfo.internalFormat, getFormatSet(),
getLevelWidth(level), getLevelHeight(level), 1, mSamples));
*outRT = mRenderTarget.get();
return angle::Result::Continue;
}
angle::Result TextureStorage11_2DMultisample::createSRVForSampler(const gl::Context *context,
int baseLevel,
int mipLevels,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedSRV *outSRV)
{
ASSERT(outSRV);
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
ANGLE_TRY(
mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
outSRV->setDebugName("TexStorage2DMS.SRV");
return angle::Result::Continue;
}
angle::Result TextureStorage11_2DMultisample::getSwizzleTexture(const gl::Context *context,
const TextureHelper11 **outTexture)
{
ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
return angle::Result::Stop;
}
angle::Result TextureStorage11_2DMultisample::getSwizzleRenderTarget(
const gl::Context *context,
int mipLevel,
const d3d11::RenderTargetView **outRTV)
{
ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
return angle::Result::Stop;
}
angle::Result TextureStorage11_2DMultisample::ensureDropStencilTexture(const gl::Context *context,
DropStencil *dropStencilOut)
{
ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
return angle::Result::Stop;
}
TextureStorage11_2DMultisampleArray::TextureStorage11_2DMultisampleArray(Renderer11 *renderer,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
int levels,
int samples,
bool fixedSampleLocations)
: TextureStorage11ImmutableBase(
renderer,
GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), true),
GetTextureMiscFlags(internalformat, renderer->getRenderer11DeviceCaps(), true, levels),
internalformat),
mTexture()
{
// There are no multisampled compressed formats, so there's no need to adjust texture size
// according to block size.
ASSERT(d3d11::GetDXGIFormatSizeInfo(mFormatInfo.texFormat).blockWidth <= 1);
ASSERT(d3d11::GetDXGIFormatSizeInfo(mFormatInfo.texFormat).blockHeight <= 1);
mMipLevels = 1;
mTextureWidth = width;
mTextureHeight = height;
mTextureDepth = depth;
mSamples = samples;
mFixedSampleLocations = fixedSampleLocations;
}
angle::Result TextureStorage11_2DMultisampleArray::onDestroy(const gl::Context *context)
{
return angle::Result::Continue;
}
TextureStorage11_2DMultisampleArray::~TextureStorage11_2DMultisampleArray() {}
angle::Result TextureStorage11_2DMultisampleArray::copyToStorage(const gl::Context *context,
TextureStorage *destStorage)
{
ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
return angle::Result::Stop;
}
angle::Result TextureStorage11_2DMultisampleArray::getResource(const gl::Context *context,
const TextureHelper11 **outResource)
{
ANGLE_TRY(ensureTextureExists(context, 1));
*outResource = &mTexture;
return angle::Result::Continue;
}
angle::Result TextureStorage11_2DMultisampleArray::ensureTextureExists(const gl::Context *context,
int mipLevels)
{
// For multisampled textures, mipLevels always equals 1.
ASSERT(mipLevels == 1);
// 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 (!mTexture.valid() && mTextureWidth > 0 && mTextureHeight > 0)
{
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.MipLevels = mipLevels;
desc.ArraySize = mTextureDepth;
desc.Format = mFormatInfo.texFormat;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = getBindFlags() & ~D3D11_BIND_UNORDERED_ACCESS;
desc.CPUAccessFlags = 0;
desc.MiscFlags = getMiscFlags();
const gl::TextureCaps &textureCaps =
mRenderer->getNativeTextureCaps().get(mFormatInfo.internalFormat);
GLuint supportedSamples = textureCaps.getNearestSamples(mSamples);
desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples;
desc.SampleDesc.Quality = static_cast<UINT>(D3D11_STANDARD_MULTISAMPLE_PATTERN);
ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, mFormatInfo,
&mTexture));
mTexture.setDebugName("TexStorage2DMSArray.Texture");
}
return angle::Result::Continue;
}
angle::Result TextureStorage11_2DMultisampleArray::createRenderTargetSRV(
const gl::Context *context,
const TextureHelper11 &texture,
const gl::ImageIndex &index,
DXGI_FORMAT resourceFormat,
d3d11::SharedSRV *srv) const
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = resourceFormat;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
srvDesc.Texture2DMSArray.FirstArraySlice = index.getLayerIndex();
srvDesc.Texture2DMSArray.ArraySize = index.getLayerCount();
ANGLE_TRY(
mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), srv));
return angle::Result::Continue;
}
angle::Result TextureStorage11_2DMultisampleArray::getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT)
{
ASSERT(index.hasLayer());
const int mipLevel = index.getLevelIndex();
ASSERT(mipLevel == 0);
const int layer = index.getLayerIndex();
const int numLayers = index.getLayerCount();
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
TextureStorage11_2DArray::LevelLayerRangeKey key(mipLevel, layer, numLayers);
if (mRenderTargets.find(key) == mRenderTargets.end())
{
const TextureHelper11 *texture = nullptr;
ANGLE_TRY(getResource(context, &texture));
d3d11::SharedSRV srv;
ANGLE_TRY(createRenderTargetSRV(context, *texture, index, mFormatInfo.srvFormat, &srv));
d3d11::SharedSRV blitSRV;
if (mFormatInfo.blitSRVFormat != mFormatInfo.srvFormat)
{
ANGLE_TRY(createRenderTargetSRV(context, *texture, index, mFormatInfo.blitSRVFormat,
&blitSRV));
}
else
{
blitSRV = srv.makeCopy();
}
srv.setDebugName("TexStorage2DMSArray.RenderTargetSRV");
if (mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mFormatInfo.rtvFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
rtvDesc.Texture2DMSArray.FirstArraySlice = layer;
rtvDesc.Texture2DMSArray.ArraySize = numLayers;
d3d11::RenderTargetView rtv;
ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), rtvDesc,
texture->get(), &rtv));
rtv.setDebugName("TexStorage2DMSArray.RenderTargetRTV");
mRenderTargets[key].reset(new TextureRenderTarget11(
std::move(rtv), *texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(),
getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, mSamples));
}
else
{
ASSERT(mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = mFormatInfo.dsvFormat;
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
dsvDesc.Texture2DMSArray.FirstArraySlice = layer;
dsvDesc.Texture2DMSArray.ArraySize = numLayers;
dsvDesc.Flags = 0;
d3d11::DepthStencilView dsv;
ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), dsvDesc,
texture->get(), &dsv));
dsv.setDebugName("TexStorage2DMSArray.RenderTargetDSV");
mRenderTargets[key].reset(new TextureRenderTarget11(
std::move(dsv), *texture, srv, mFormatInfo.internalFormat, getFormatSet(),
getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, mSamples));
}
}
ASSERT(outRT);
*outRT = mRenderTargets[key].get();
return angle::Result::Continue;
}
angle::Result TextureStorage11_2DMultisampleArray::createSRVForSampler(
const gl::Context *context,
int baseLevel,
int mipLevels,
DXGI_FORMAT format,
const TextureHelper11 &texture,
d3d11::SharedSRV *outSRV)
{
ASSERT(outSRV);
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
srvDesc.Texture2DMSArray.FirstArraySlice = 0;
srvDesc.Texture2DMSArray.ArraySize = mTextureDepth;
ANGLE_TRY(
mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
outSRV->setDebugName("TexStorage2DMSArray.SRV");
return angle::Result::Continue;
}
angle::Result TextureStorage11_2DMultisampleArray::getSwizzleTexture(
const gl::Context *context,
const TextureHelper11 **outTexture)
{
ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
return angle::Result::Stop;
}
angle::Result TextureStorage11_2DMultisampleArray::getSwizzleRenderTarget(
const gl::Context *context,
int mipLevel,
const d3d11::RenderTargetView **outRTV)
{
ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
return angle::Result::Stop;
}
angle::Result TextureStorage11_2DMultisampleArray::ensureDropStencilTexture(
const gl::Context *context,
DropStencil *dropStencilOut)
{
ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
return angle::Result::Stop;
}
} // namespace rx