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authorAndrew Knight <andrew.knight@digia.com>2014-02-24 11:18:33 +0200
committerThe Qt Project <gerrit-noreply@qt-project.org>2014-02-26 07:56:50 +0100
commita7d093e740b1e20874b5ebeb37b5c5d76ae19e42 (patch)
tree573b63025dbaa090392e468e1a90de8104054578 /src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp
parent45e17d0cc74d3444e23c18f73d6ac155659cec55 (diff)
Upgrade ANGLE to 1.3.5bb7ec572d0a
This brings Qt's copy of ANGLE up to ANGLE master, which contains a number of bugfixes as well as restructuring for the upcoming ES 3.0 support. This version brings considerable stability improvements to the D3D11 renderer. The static translator project files have been merged to align with the ANGLE source tree. Two new patches have been applied to fix errors in upstream ANGLE: - 0011-ANGLE-Fix-compilation-error-on-MinGW-caused-by-trace.patch The event trace header in ANGLE's third_party directory has an unused template which causes a compilation error on MinGW. Disable this part of the code. - 0012-ANGLE-fix-semantic-index-lookup.patch The sorted semantic index table was returning a direct mapping to the new indices, instead of the old indices. This caused a mismatch in the GL type lookup for the translated attribute. All other patches have been rebased, removed if no longer needed, and renamed to clear up the application order: - 0001-Fix-compilation-for-MSVC-2008-and-std-tuple.patch No changes. - 0001-Fix-compilation-with-MinGW-mingw-tdm64-gcc-4.8.1.patch No changes. Renamed to 0002. - 0001-Fix-compilation-with-MinGW-gcc-64-bit.patch No changes. Renamed to 0003. - 0001-Make-it-possible-to-link-ANGLE-statically-for-single.patch Modified patch to adapt to new DLL loading structure. Renamed to 0004. - 0005-Fix-build-when-SSE2-is-not-available.patch No changes. - 0011-Fix-compilation-of-libGLESv2-with-older-MinGW-w64-he.patch No changes. Renamed to 0006. - 0006-Make-DX9-DX11-mutually-exclusive.patch Made the patch less invasive by allowing D3D9 code to run unless explicitly disabled (e.g. on WinRT, where it doesn't compile). This makes the patch smaller and allows Desktop Windows to compile both D3D9 and D3D11 codepaths. Renamed to 0007. - 0015-ANGLE-Dynamically-load-D3D-compiler-from-a-list-of-k.patch No changes. Renamed to 0008. - 0012-ANGLE-Support-WinRT.patch Made D3D11_level9 initialization only possible if D3D9 is disabled. This makes sure Desktop PCs use the old D3D9 codepath instead of the less-tested D3D11_level9 codepath. Renamed to 0009. - 0013-Enable-D3D11-for-feature-level-9-cards.patch Conveniently smaller patch due to buffer implementation improvements upstream. Renamed to 0010. - 0014-ANGLE-D3D11-Alwayls-execute-QueryInterface.patch This was a fix for patch 0009, so was integrated there. Removed. - 0016-ANGLE-D3D11-Fix-build-on-desktop-Windows.patch This was a fix for patch 0009, so it was integrated there. Removed. - 0001-ANGLE-Fix-compilation-with-MSVC2013.patch Fixed upstream. Removed. - 0007-ANGLE-Fix-typedefs-for-Win64.patch Fixed upstream. Removed. - 0004-Fix-black-screen-after-minimizing-OpenGL-window-with.patch The issue has been fixed in Qt itself. Removed. - 0008-DX11-Prevent-assert-when-view-is-minimized-or-.patch The cause of the problem was the same as patch 0004, but for the D3D11 codepath. Removed. Change-Id: Id69484ab3a3e013050741c462fb1b06dfb0fd112 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com> Reviewed-by: Kai Koehne <kai.koehne@digia.com> Reviewed-by: Oliver Wolff <oliver.wolff@digia.com>
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp')
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp667
1 files changed, 667 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp
new file mode 100644
index 0000000000..fdfbe526ec
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp
@@ -0,0 +1,667 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived
+// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture.
+
+#include "libGLESv2/renderer/d3d11/TextureStorage11.h"
+
+#include "libGLESv2/renderer/d3d11/Renderer11.h"
+#include "libGLESv2/renderer/d3d11/RenderTarget11.h"
+#include "libGLESv2/renderer/d3d11/SwapChain11.h"
+#include "libGLESv2/renderer/d3d11/renderer11_utils.h"
+
+#include "libGLESv2/utilities.h"
+#include "libGLESv2/main.h"
+
+namespace rx
+{
+
+TextureStorage11::TextureStorage11(Renderer *renderer, UINT bindFlags)
+ : mBindFlags(bindFlags),
+ mLodOffset(0),
+ mMipLevels(0),
+ mTexture(NULL),
+ mTextureFormat(DXGI_FORMAT_UNKNOWN),
+ mShaderResourceFormat(DXGI_FORMAT_UNKNOWN),
+ mRenderTargetFormat(DXGI_FORMAT_UNKNOWN),
+ mDepthStencilFormat(DXGI_FORMAT_UNKNOWN),
+ mSRV(NULL),
+ mTextureWidth(0),
+ mTextureHeight(0)
+{
+ mRenderer = Renderer11::makeRenderer11(renderer);
+}
+
+TextureStorage11::~TextureStorage11()
+{
+}
+
+TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11*, storage));
+ return static_cast<TextureStorage11*>(storage);
+}
+
+DWORD TextureStorage11::GetTextureBindFlags(DXGI_FORMAT format, GLenum glusage, bool forceRenderable)
+{
+ UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
+
+ if (d3d11::IsDepthStencilFormat(format))
+ {
+ bindFlags |= D3D11_BIND_DEPTH_STENCIL;
+ }
+ else if(forceRenderable || (TextureStorage11::IsTextureFormatRenderable(format) && (glusage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE)))
+ {
+ bindFlags |= D3D11_BIND_RENDER_TARGET;
+ }
+ return bindFlags;
+}
+
+bool TextureStorage11::IsTextureFormatRenderable(DXGI_FORMAT format)
+{
+ switch(format)
+ {
+ case DXGI_FORMAT_R8G8B8A8_UNORM:
+ case DXGI_FORMAT_A8_UNORM:
+ case DXGI_FORMAT_R32G32B32A32_FLOAT:
+ case DXGI_FORMAT_R16G16B16A16_FLOAT:
+ case DXGI_FORMAT_B8G8R8A8_UNORM:
+ case DXGI_FORMAT_R8_UNORM:
+ case DXGI_FORMAT_R8G8_UNORM:
+ case DXGI_FORMAT_R16_FLOAT:
+ case DXGI_FORMAT_R16G16_FLOAT:
+ return true;
+ case DXGI_FORMAT_BC1_UNORM:
+ case DXGI_FORMAT_BC2_UNORM:
+ case DXGI_FORMAT_BC3_UNORM:
+ case DXGI_FORMAT_R32G32B32_FLOAT: // not renderable on all devices
+ return false;
+ default:
+ UNREACHABLE();
+ return false;
+ }
+}
+
+UINT TextureStorage11::getBindFlags() const
+{
+ return mBindFlags;
+}
+
+ID3D11Texture2D *TextureStorage11::getBaseTexture() const
+{
+ return mTexture;
+}
+
+int TextureStorage11::getLodOffset() const
+{
+ return mLodOffset;
+}
+
+bool TextureStorage11::isRenderTarget() const
+{
+ return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0;
+}
+
+bool TextureStorage11::isManaged() const
+{
+ return false;
+}
+
+int TextureStorage11::levelCount()
+{
+ int levels = 0;
+ if (getBaseTexture())
+ {
+ levels = mMipLevels - getLodOffset();
+ }
+ return levels;
+}
+
+UINT TextureStorage11::getSubresourceIndex(int level, int faceIndex)
+{
+ UINT index = 0;
+ if (getBaseTexture())
+ {
+ index = D3D11CalcSubresource(level, faceIndex, mMipLevels);
+ }
+ return index;
+}
+
+bool TextureStorage11::updateSubresourceLevel(ID3D11Texture2D *srcTexture, unsigned int sourceSubresource,
+ int level, int face, GLint xoffset, GLint yoffset,
+ GLsizei width, GLsizei height)
+{
+ if (srcTexture)
+ {
+ // Round up the width and height to the nearest multiple of dimension alignment
+ unsigned int dimensionAlignment = d3d11::GetTextureFormatDimensionAlignment(mTextureFormat);
+ width = width + dimensionAlignment - 1 - (width - 1) % dimensionAlignment;
+ height = height + dimensionAlignment - 1 - (height - 1) % dimensionAlignment;
+
+ D3D11_BOX srcBox;
+ srcBox.left = xoffset;
+ srcBox.top = yoffset;
+ srcBox.right = xoffset + width;
+ srcBox.bottom = yoffset + height;
+ srcBox.front = 0;
+ srcBox.back = 1;
+
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ ASSERT(getBaseTexture());
+ context->CopySubresourceRegion(getBaseTexture(), getSubresourceIndex(level + mLodOffset, face),
+ xoffset, yoffset, 0, srcTexture, sourceSubresource, &srcBox);
+ return true;
+ }
+
+ return false;
+}
+
+void TextureStorage11::generateMipmapLayer(RenderTarget11 *source, RenderTarget11 *dest)
+{
+ if (source && dest)
+ {
+ ID3D11ShaderResourceView *sourceSRV = source->getShaderResourceView();
+ ID3D11RenderTargetView *destRTV = dest->getRenderTargetView();
+
+ if (sourceSRV && destRTV)
+ {
+ gl::Rectangle sourceArea;
+ sourceArea.x = 0;
+ sourceArea.y = 0;
+ sourceArea.width = source->getWidth();
+ sourceArea.height = source->getHeight();
+
+ gl::Rectangle destArea;
+ destArea.x = 0;
+ destArea.y = 0;
+ destArea.width = dest->getWidth();
+ destArea.height = dest->getHeight();
+
+ mRenderer->copyTexture(sourceSRV, sourceArea, source->getWidth(), source->getHeight(),
+ destRTV, destArea, dest->getWidth(), dest->getHeight(),
+ GL_RGBA);
+ }
+ }
+}
+
+TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain)
+ : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE)
+{
+ mTexture = swapchain->getOffscreenTexture();
+ mSRV = swapchain->getRenderTargetShaderResource();
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mRenderTarget[i] = NULL;
+ }
+
+ D3D11_TEXTURE2D_DESC texDesc;
+ mTexture->GetDesc(&texDesc);
+ mMipLevels = texDesc.MipLevels;
+ mTextureFormat = texDesc.Format;
+ mTextureWidth = texDesc.Width;
+ mTextureHeight = texDesc.Height;
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ mSRV->GetDesc(&srvDesc);
+ mShaderResourceFormat = srvDesc.Format;
+
+ ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget();
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ offscreenRTV->GetDesc(&rtvDesc);
+ mRenderTargetFormat = rtvDesc.Format;
+ offscreenRTV->Release();
+
+ mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
+}
+
+TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
+ : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel()), usage, forceRenderable))
+{
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mRenderTarget[i] = NULL;
+ }
+
+ DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat, mRenderer->getFeatureLevel());
+ if (d3d11::IsDepthStencilFormat(convertedFormat))
+ {
+ mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
+ mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat);
+ mDepthStencilFormat = convertedFormat;
+ mRenderTargetFormat = DXGI_FORMAT_UNKNOWN;
+ }
+ else
+ {
+ mTextureFormat = convertedFormat;
+ mShaderResourceFormat = convertedFormat;
+ mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
+ mRenderTargetFormat = convertedFormat;
+ }
+
+ // if the width or height is not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (width > 0 && height > 0)
+ {
+ // adjust size if needed for compressed textures
+ gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = width; // Compressed texture size constraints?
+ desc.Height = height;
+ desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0;
+ desc.ArraySize = 1;
+ desc.Format = mTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
+
+ // this can happen from windows TDR
+ if (d3d11::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ gl::error(GL_OUT_OF_MEMORY);
+ }
+ else if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ ERR("Creating image failed.");
+ gl::error(GL_OUT_OF_MEMORY);
+ }
+ else
+ {
+ mTexture->GetDesc(&desc);
+ mMipLevels = desc.MipLevels;
+ mTextureWidth = desc.Width;
+ mTextureHeight = desc.Height;
+ }
+ }
+}
+
+TextureStorage11_2D::~TextureStorage11_2D()
+{
+ if (mTexture)
+ {
+ mTexture->Release();
+ mTexture = NULL;
+ }
+
+ if (mSRV)
+ {
+ mSRV->Release();
+ mSRV = NULL;
+ }
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ delete mRenderTarget[i];
+ mRenderTarget[i] = NULL;
+ }
+}
+
+TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2D*, storage));
+ return static_cast<TextureStorage11_2D*>(storage);
+}
+
+RenderTarget *TextureStorage11_2D::getRenderTarget(int level)
+{
+ if (level >= 0 && level < static_cast<int>(mMipLevels))
+ {
+ if (!mRenderTarget[level])
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = mShaderResourceFormat;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MostDetailedMip = level;
+ srvDesc.Texture2D.MipLevels = level ? 1 : -1;
+
+ ID3D11ShaderResourceView *srv;
+ result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+
+ if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = level;
+
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ srv->Release();
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+
+ // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
+ // also needs to keep a reference to the texture.
+ mTexture->AddRef();
+
+ mRenderTarget[level] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
+ std::max(mTextureWidth >> level, 1U),
+ std::max(mTextureHeight >> level, 1U));
+ }
+ else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mDepthStencilFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
+ dsvDesc.Texture2D.MipSlice = level;
+ dsvDesc.Flags = 0;
+
+ ID3D11DepthStencilView *dsv;
+ result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ srv->Release();
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+
+ // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
+ // also needs to keep a reference to the texture.
+ mTexture->AddRef();
+
+ mRenderTarget[level] = new RenderTarget11(mRenderer, dsv, mTexture, srv,
+ std::max(mTextureWidth >> level, 1U),
+ std::max(mTextureHeight >> level, 1U));
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ return mRenderTarget[level];
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+ID3D11ShaderResourceView *TextureStorage11_2D::getSRV()
+{
+ if (!mSRV)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = mShaderResourceFormat;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
+ srvDesc.Texture2D.MostDetailedMip = 0;
+
+ HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+ }
+
+ return mSRV;
+}
+
+void TextureStorage11_2D::generateMipmap(int level)
+{
+ RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(level - 1));
+ RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(level));
+
+ generateMipmapLayer(source, dest);
+}
+
+TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
+ : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel()), usage, forceRenderable))
+{
+ for (unsigned int i = 0; i < 6; i++)
+ {
+ for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++)
+ {
+ mRenderTarget[i][j] = NULL;
+ }
+ }
+
+ DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat, mRenderer->getFeatureLevel());
+ if (d3d11::IsDepthStencilFormat(convertedFormat))
+ {
+ mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
+ mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat);
+ mDepthStencilFormat = convertedFormat;
+ mRenderTargetFormat = DXGI_FORMAT_UNKNOWN;
+ }
+ else
+ {
+ mTextureFormat = convertedFormat;
+ mShaderResourceFormat = convertedFormat;
+ mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
+ mRenderTargetFormat = convertedFormat;
+ }
+
+ // if the size is not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (size > 0)
+ {
+ // adjust size if needed for compressed textures
+ int height = size;
+ gl::MakeValidSize(false, gl::IsCompressed(internalformat), &size, &height, &mLodOffset);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = size;
+ desc.Height = size;
+ desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0;
+ desc.ArraySize = 6;
+ desc.Format = mTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ ERR("Creating image failed.");
+ gl::error(GL_OUT_OF_MEMORY);
+ }
+ else
+ {
+ mTexture->GetDesc(&desc);
+ mMipLevels = desc.MipLevels;
+ mTextureWidth = desc.Width;
+ mTextureHeight = desc.Height;
+ }
+ }
+}
+
+TextureStorage11_Cube::~TextureStorage11_Cube()
+{
+ if (mTexture)
+ {
+ mTexture->Release();
+ mTexture = NULL;
+ }
+
+ if (mSRV)
+ {
+ mSRV->Release();
+ mSRV = NULL;
+ }
+
+ for (unsigned int i = 0; i < 6; i++)
+ {
+ for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++)
+ {
+ delete mRenderTarget[i][j];
+ mRenderTarget[i][j] = NULL;
+ }
+ }
+}
+
+TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_Cube*, storage));
+ return static_cast<TextureStorage11_Cube*>(storage);
+}
+
+RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget, int level)
+{
+ unsigned int faceIdx = gl::TextureCubeMap::faceIndex(faceTarget);
+ if (level >= 0 && level < static_cast<int>(mMipLevels))
+ {
+ if (!mRenderTarget[faceIdx][level])
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = mShaderResourceFormat;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; // Will be used with Texture2D sampler, not TextureCube
+ srvDesc.Texture2DArray.MostDetailedMip = level;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = faceIdx;
+ srvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11ShaderResourceView *srv;
+ result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+
+ if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = level;
+ rtvDesc.Texture2DArray.FirstArraySlice = faceIdx;
+ rtvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ srv->Release();
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+
+ // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
+ // also needs to keep a reference to the texture.
+ mTexture->AddRef();
+
+ mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
+ std::max(mTextureWidth >> level, 1U),
+ std::max(mTextureHeight >> level, 1U));
+ }
+ else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mRenderTargetFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
+ dsvDesc.Texture2DArray.MipSlice = level;
+ dsvDesc.Texture2DArray.FirstArraySlice = faceIdx;
+ dsvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11DepthStencilView *dsv;
+ result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ srv->Release();
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+
+ // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
+ // also needs to keep a reference to the texture.
+ mTexture->AddRef();
+
+ mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, dsv, mTexture, srv,
+ std::max(mTextureWidth >> level, 1U),
+ std::max(mTextureHeight >> level, 1U));
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ return mRenderTarget[faceIdx][level];
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+ID3D11ShaderResourceView *TextureStorage11_Cube::getSRV()
+{
+ if (!mSRV)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = mShaderResourceFormat;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+ srvDesc.TextureCube.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
+ srvDesc.TextureCube.MostDetailedMip = 0;
+
+ HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+ }
+
+ return mSRV;
+}
+
+void TextureStorage11_Cube::generateMipmap(int face, int level)
+{
+ RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level - 1));
+ RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level));
+
+ generateMipmapLayer(source, dest);
+}
+
+}