diff options
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp | 664 |
1 files changed, 664 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp new file mode 100644 index 0000000000..956b78b5a6 --- /dev/null +++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp @@ -0,0 +1,664 @@ +// +// 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. +// + +// Image11.h: Implements the rx::Image11 class, which acts as the interface to +// the actual underlying resources of a Texture + +#include "libANGLE/renderer/d3d/d3d11/Renderer11.h" +#include "libANGLE/renderer/d3d/d3d11/Image11.h" +#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h" +#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h" +#include "libANGLE/renderer/d3d/d3d11/formatutils11.h" +#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" +#include "libANGLE/Framebuffer.h" +#include "libANGLE/FramebufferAttachment.h" +#include "libANGLE/formatutils.h" + +#include "common/utilities.h" + +namespace rx +{ + +Image11::Image11(Renderer11 *renderer) + : mRenderer(renderer), + mDXGIFormat(DXGI_FORMAT_UNKNOWN), + mStagingTexture(NULL), + mStagingSubresource(0), + mRecoverFromStorage(false), + mAssociatedStorage(NULL), + mAssociatedImageIndex(gl::ImageIndex::MakeInvalid()), + mRecoveredFromStorageCount(0) +{ + // mRenderer should remain unchanged during the lifetime of the Image11 object. + // This lets us safely use mRenderer (and its Feature Level) in Image11's methods. + mFeatureLevel = renderer->getFeatureLevel(); +} + +Image11::~Image11() +{ + disassociateStorage(); + releaseStagingTexture(); +} + +Image11 *Image11::makeImage11(ImageD3D *img) +{ + ASSERT(HAS_DYNAMIC_TYPE(Image11*, img)); + return static_cast<Image11*>(img); +} + +gl::Error Image11::generateMipmap(Image11 *dest, Image11 *src) +{ + ASSERT(src->getDXGIFormat() == dest->getDXGIFormat()); + ASSERT(src->getWidth() == 1 || src->getWidth() / 2 == dest->getWidth()); + ASSERT(src->getHeight() == 1 || src->getHeight() / 2 == dest->getHeight()); + + const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(src->getDXGIFormat()); + ASSERT(dxgiFormatInfo.mipGenerationFunction != NULL); + + D3D11_MAPPED_SUBRESOURCE destMapped; + gl::Error error = dest->map(D3D11_MAP_WRITE, &destMapped); + if (error.isError()) + { + return error; + } + + D3D11_MAPPED_SUBRESOURCE srcMapped; + error = src->map(D3D11_MAP_READ, &srcMapped); + if (error.isError()) + { + dest->unmap(); + return error; + } + + const uint8_t *sourceData = reinterpret_cast<const uint8_t*>(srcMapped.pData); + uint8_t *destData = reinterpret_cast<uint8_t*>(destMapped.pData); + + dxgiFormatInfo.mipGenerationFunction(src->getWidth(), src->getHeight(), src->getDepth(), + sourceData, srcMapped.RowPitch, srcMapped.DepthPitch, + destData, destMapped.RowPitch, destMapped.DepthPitch); + + dest->unmap(); + src->unmap(); + + dest->markDirty(); + + return gl::Error(GL_NO_ERROR); +} + +bool Image11::isDirty() const +{ + // If mDirty is true + // AND mStagingTexture doesn't exist AND mStagingTexture doesn't need to be recovered from TextureStorage + // AND the texture doesn't require init data (i.e. a blank new texture will suffice) + // then isDirty should still return false. + if (mDirty && !mStagingTexture && !mRecoverFromStorage && !(d3d11::GetTextureFormatInfo(mInternalFormat, mFeatureLevel).dataInitializerFunction != NULL)) + { + return false; + } + + return mDirty; +} + +gl::Error Image11::copyToStorage(TextureStorage *storage, const gl::ImageIndex &index, const gl::Box ®ion) +{ + TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(storage); + + // If an app's behavior results in an Image11 copying its data to/from to a TextureStorage multiple times, + // then we should just keep the staging texture around to prevent the copying from impacting perf. + // We allow the Image11 to copy its data to/from TextureStorage once. + // This accounts for an app making a late call to glGenerateMipmap. + bool attemptToReleaseStagingTexture = (mRecoveredFromStorageCount < 2); + + if (attemptToReleaseStagingTexture) + { + // If another image is relying on this Storage for its data, then we must let it recover its data before we overwrite it. + gl::Error error = storage11->releaseAssociatedImage(index, this); + if (error.isError()) + { + return error; + } + } + + ID3D11Resource *stagingTexture = NULL; + unsigned int stagingSubresourceIndex = 0; + gl::Error error = getStagingTexture(&stagingTexture, &stagingSubresourceIndex); + if (error.isError()) + { + return error; + } + + error = storage11->updateSubresourceLevel(stagingTexture, stagingSubresourceIndex, index, region); + if (error.isError()) + { + return error; + } + + // Once the image data has been copied into the Storage, we can release it locally. + if (attemptToReleaseStagingTexture) + { + storage11->associateImage(this, index); + releaseStagingTexture(); + mRecoverFromStorage = true; + mAssociatedStorage = storage11; + mAssociatedImageIndex = index; + } + + return gl::Error(GL_NO_ERROR); +} + +bool Image11::isAssociatedStorageValid(TextureStorage11* textureStorage) const +{ + return (mAssociatedStorage == textureStorage); +} + +gl::Error Image11::recoverFromAssociatedStorage() +{ + if (mRecoverFromStorage) + { + gl::Error error = createStagingTexture(); + if (error.isError()) + { + return error; + } + + bool textureStorageCorrect = mAssociatedStorage->isAssociatedImageValid(mAssociatedImageIndex, this); + + // This means that the cached TextureStorage has been modified after this Image11 released its copy of its data. + // This should not have happened. The TextureStorage should have told this Image11 to recover its data before it was overwritten. + ASSERT(textureStorageCorrect); + + if (textureStorageCorrect) + { + // CopySubResource from the Storage to the Staging texture + gl::Box region(0, 0, 0, mWidth, mHeight, mDepth); + error = mAssociatedStorage->copySubresourceLevel(mStagingTexture, mStagingSubresource, mAssociatedImageIndex, region); + if (error.isError()) + { + return error; + } + + mRecoveredFromStorageCount += 1; + } + + // Reset all the recovery parameters, even if the texture storage association is broken. + disassociateStorage(); + } + + return gl::Error(GL_NO_ERROR); +} + +void Image11::disassociateStorage() +{ + if (mRecoverFromStorage) + { + // Make the texturestorage release the Image11 too + mAssociatedStorage->disassociateImage(mAssociatedImageIndex, this); + + mRecoverFromStorage = false; + mAssociatedStorage = NULL; + mAssociatedImageIndex = gl::ImageIndex::MakeInvalid(); + } +} + +bool Image11::redefine(GLenum target, GLenum internalformat, const gl::Extents &size, bool forceRelease) +{ + if (mWidth != size.width || + mHeight != size.height || + mInternalFormat != internalformat || + forceRelease) + { + // End the association with the TextureStorage, since that data will be out of date. + // Also reset mRecoveredFromStorageCount since this Image is getting completely redefined. + disassociateStorage(); + mRecoveredFromStorageCount = 0; + + mWidth = size.width; + mHeight = size.height; + mDepth = size.depth; + mInternalFormat = internalformat; + mTarget = target; + + // compute the d3d format that will be used + const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, mFeatureLevel); + mDXGIFormat = formatInfo.texFormat; + mRenderable = (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN); + + releaseStagingTexture(); + mDirty = (formatInfo.dataInitializerFunction != NULL); + + return true; + } + + return false; +} + +DXGI_FORMAT Image11::getDXGIFormat() const +{ + // this should only happen if the image hasn't been redefined first + // which would be a bug by the caller + ASSERT(mDXGIFormat != DXGI_FORMAT_UNKNOWN); + + return mDXGIFormat; +} + +// Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as format/type at input +// into the target pixel rectangle. +gl::Error Image11::loadData(const gl::Box &area, const gl::PixelUnpackState &unpack, GLenum type, const void *input) +{ + const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat); + GLsizei inputRowPitch = formatInfo.computeRowPitch(type, area.width, unpack.alignment, unpack.rowLength); + GLsizei inputDepthPitch = formatInfo.computeDepthPitch(type, area.width, area.height, unpack.alignment, unpack.rowLength); + + const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mDXGIFormat); + GLuint outputPixelSize = dxgiFormatInfo.pixelBytes; + + const d3d11::TextureFormat &d3dFormatInfo = d3d11::GetTextureFormatInfo(mInternalFormat, mFeatureLevel); + LoadImageFunction loadFunction = d3dFormatInfo.loadFunctions.at(type); + + D3D11_MAPPED_SUBRESOURCE mappedImage; + gl::Error error = map(D3D11_MAP_WRITE, &mappedImage); + if (error.isError()) + { + return error; + } + + uint8_t *offsetMappedData = (reinterpret_cast<uint8_t*>(mappedImage.pData) + (area.y * mappedImage.RowPitch + area.x * outputPixelSize + area.z * mappedImage.DepthPitch)); + loadFunction(area.width, area.height, area.depth, + reinterpret_cast<const uint8_t*>(input), inputRowPitch, inputDepthPitch, + offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch); + + unmap(); + + return gl::Error(GL_NO_ERROR); +} + +gl::Error Image11::loadCompressedData(const gl::Box &area, const void *input) +{ + const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat); + GLsizei inputRowPitch = formatInfo.computeRowPitch(GL_UNSIGNED_BYTE, area.width, 1, 0); + GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, area.width, area.height, 1, 0); + + const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mDXGIFormat); + GLuint outputPixelSize = dxgiFormatInfo.pixelBytes; + GLuint outputBlockWidth = dxgiFormatInfo.blockWidth; + GLuint outputBlockHeight = dxgiFormatInfo.blockHeight; + + ASSERT(area.x % outputBlockWidth == 0); + ASSERT(area.y % outputBlockHeight == 0); + + const d3d11::TextureFormat &d3dFormatInfo = d3d11::GetTextureFormatInfo(mInternalFormat, mFeatureLevel); + LoadImageFunction loadFunction = d3dFormatInfo.loadFunctions.at(GL_UNSIGNED_BYTE); + + D3D11_MAPPED_SUBRESOURCE mappedImage; + gl::Error error = map(D3D11_MAP_WRITE, &mappedImage); + if (error.isError()) + { + return error; + } + + uint8_t* offsetMappedData = reinterpret_cast<uint8_t*>(mappedImage.pData) + ((area.y / outputBlockHeight) * mappedImage.RowPitch + + (area.x / outputBlockWidth) * outputPixelSize + + area.z * mappedImage.DepthPitch); + + loadFunction(area.width, area.height, area.depth, + reinterpret_cast<const uint8_t*>(input), inputRowPitch, inputDepthPitch, + offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch); + + unmap(); + + return gl::Error(GL_NO_ERROR); +} + +gl::Error Image11::copy(const gl::Offset &destOffset, const gl::Rectangle &sourceArea, RenderTargetD3D *source) +{ + RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(source); + ASSERT(sourceRenderTarget->getTexture()); + + ID3D11Resource *resource = sourceRenderTarget->getTexture(); + UINT subresourceIndex = sourceRenderTarget->getSubresourceIndex(); + + gl::Box sourceBox(sourceArea.x, sourceArea.y, 0, sourceArea.width, sourceArea.height, 1); + gl::Error error = copy(destOffset, sourceBox, resource, subresourceIndex); + + SafeRelease(resource); + + return error; +} + +gl::Error Image11::copy(const gl::Offset &destOffset, const gl::Box &sourceArea, const gl::ImageIndex &sourceIndex, TextureStorage *source) +{ + TextureStorage11 *sourceStorage11 = TextureStorage11::makeTextureStorage11(source); + + UINT subresourceIndex = sourceStorage11->getSubresourceIndex(sourceIndex); + ID3D11Resource *resource = NULL; + gl::Error error = sourceStorage11->getResource(&resource); + if (error.isError()) + { + return error; + } + + error = copy(destOffset, sourceArea, resource, subresourceIndex); + + SafeRelease(resource); + + return error; +} + +gl::Error Image11::copy(const gl::Offset &destOffset, const gl::Box &sourceArea, ID3D11Resource *source, UINT sourceSubResource) +{ + D3D11_RESOURCE_DIMENSION dim; + source->GetType(&dim); + + DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN; + gl::Extents extents; + UINT sampleCount = 0; + + ID3D11Texture2D *source2D = NULL; + + if (dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D) + { + D3D11_TEXTURE2D_DESC textureDesc2D; + source2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(source); + ASSERT(source2D); + source2D->GetDesc(&textureDesc2D); + + format = textureDesc2D.Format; + extents = gl::Extents(textureDesc2D.Width, textureDesc2D.Height, 1); + sampleCount = textureDesc2D.SampleDesc.Count; + } + else if (dim == D3D11_RESOURCE_DIMENSION_TEXTURE3D) + { + D3D11_TEXTURE3D_DESC textureDesc3D; + ID3D11Texture3D *source3D = d3d11::DynamicCastComObject<ID3D11Texture3D>(source); + ASSERT(source3D); + source3D->GetDesc(&textureDesc3D); + + format = textureDesc3D.Format; + extents = gl::Extents(textureDesc3D.Width, textureDesc3D.Height, textureDesc3D.Depth); + sampleCount = 1; + } + else + { + UNREACHABLE(); + } + + if (format == mDXGIFormat) + { + // No conversion needed-- use copyback fastpath + ID3D11Resource *stagingTexture = NULL; + unsigned int stagingSubresourceIndex = 0; + gl::Error error = getStagingTexture(&stagingTexture, &stagingSubresourceIndex); + if (error.isError()) + { + return error; + } + + ID3D11Device *device = mRenderer->getDevice(); + ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); + + UINT subresourceAfterResolve = sourceSubResource; + + ID3D11Resource *srcTex = NULL; + + bool needResolve = (dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D && sampleCount > 1); + + if (needResolve) + { + D3D11_TEXTURE2D_DESC resolveDesc; + resolveDesc.Width = extents.width; + resolveDesc.Height = extents.height; + resolveDesc.MipLevels = 1; + resolveDesc.ArraySize = 1; + resolveDesc.Format = format; + resolveDesc.SampleDesc.Count = 1; + resolveDesc.SampleDesc.Quality = 0; + resolveDesc.Usage = D3D11_USAGE_DEFAULT; + resolveDesc.BindFlags = 0; + resolveDesc.CPUAccessFlags = 0; + resolveDesc.MiscFlags = 0; + + ID3D11Texture2D *srcTex2D = NULL; + HRESULT result = device->CreateTexture2D(&resolveDesc, NULL, &srcTex2D); + if (FAILED(result)) + { + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create resolve texture for Image11::copy, HRESULT: 0x%X.", result); + } + srcTex = srcTex2D; + + deviceContext->ResolveSubresource(srcTex, 0, source, sourceSubResource, format); + subresourceAfterResolve = 0; + } + else + { + srcTex = source; + } + + D3D11_BOX srcBox; + srcBox.left = sourceArea.x; + srcBox.right = sourceArea.x + sourceArea.width; + srcBox.top = sourceArea.y; + srcBox.bottom = sourceArea.y + sourceArea.height; + srcBox.front = sourceArea.z; + srcBox.back = sourceArea.z + sourceArea.depth; + + deviceContext->CopySubresourceRegion(stagingTexture, stagingSubresourceIndex, destOffset.x, destOffset.y, + destOffset.z, srcTex, subresourceAfterResolve, &srcBox); + + if (needResolve) + { + SafeRelease(srcTex); + } + } + else + { + // This format requires conversion, so we must copy the texture to staging and manually convert via readPixels + D3D11_MAPPED_SUBRESOURCE mappedImage; + gl::Error error = map(D3D11_MAP_WRITE, &mappedImage); + if (error.isError()) + { + return error; + } + + // determine the offset coordinate into the destination buffer + const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mDXGIFormat); + GLsizei rowOffset = dxgiFormatInfo.pixelBytes * destOffset.x; + uint8_t *dataOffset = static_cast<uint8_t*>(mappedImage.pData) + mappedImage.RowPitch * destOffset.y + rowOffset + destOffset.z * mappedImage.DepthPitch; + + const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat); + + // Currently in ANGLE, the source data may only need to be converted if the source is the current framebuffer + // and OpenGL ES framebuffers must be 2D textures therefore we should not need to convert 3D textures between different formats. + ASSERT(dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D); + ASSERT(sourceArea.z == 0 && sourceArea.depth == 1); + gl::Rectangle sourceRect(sourceArea.x, sourceArea.y, sourceArea.width, sourceArea.height); + error = mRenderer->readTextureData(source2D, sourceSubResource, sourceRect, formatInfo.format, formatInfo.type, mappedImage.RowPitch, gl::PixelPackState(), dataOffset); + + unmap(); + + if (error.isError()) + { + return error; + } + } + + mDirty = true; + + return gl::Error(GL_NO_ERROR); +} + +gl::Error Image11::getStagingTexture(ID3D11Resource **outStagingTexture, unsigned int *outSubresourceIndex) +{ + gl::Error error = createStagingTexture(); + if (error.isError()) + { + return error; + } + + *outStagingTexture = mStagingTexture; + *outSubresourceIndex = mStagingSubresource; + return gl::Error(GL_NO_ERROR); +} + +void Image11::releaseStagingTexture() +{ + SafeRelease(mStagingTexture); +} + +gl::Error Image11::createStagingTexture() +{ + if (mStagingTexture) + { + return gl::Error(GL_NO_ERROR); + } + + ASSERT(mWidth > 0 && mHeight > 0 && mDepth > 0); + + const DXGI_FORMAT dxgiFormat = getDXGIFormat(); + + ID3D11Device *device = mRenderer->getDevice(); + HRESULT result; + + int lodOffset = 1; + GLsizei width = mWidth; + GLsizei height = mHeight; + + // adjust size if needed for compressed textures + d3d11::MakeValidSize(false, dxgiFormat, &width, &height, &lodOffset); + + if (mTarget == GL_TEXTURE_3D) + { + ID3D11Texture3D *newTexture = NULL; + + D3D11_TEXTURE3D_DESC desc; + desc.Width = width; + desc.Height = height; + desc.Depth = mDepth; + desc.MipLevels = lodOffset + 1; + desc.Format = dxgiFormat; + desc.Usage = D3D11_USAGE_STAGING; + desc.BindFlags = 0; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + + if (d3d11::GetTextureFormatInfo(mInternalFormat, mFeatureLevel).dataInitializerFunction != NULL) + { + std::vector<D3D11_SUBRESOURCE_DATA> initialData; + std::vector< std::vector<BYTE> > textureData; + d3d11::GenerateInitialTextureData(mInternalFormat, mFeatureLevel, width, height, mDepth, + lodOffset + 1, &initialData, &textureData); + + result = device->CreateTexture3D(&desc, initialData.data(), &newTexture); + } + else + { + result = device->CreateTexture3D(&desc, NULL, &newTexture); + } + + if (FAILED(result)) + { + ASSERT(result == E_OUTOFMEMORY); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create staging texture, result: 0x%X.", result); + } + + mStagingTexture = newTexture; + mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1); + } + else if (mTarget == GL_TEXTURE_2D || mTarget == GL_TEXTURE_2D_ARRAY || mTarget == GL_TEXTURE_CUBE_MAP) + { + ID3D11Texture2D *newTexture = NULL; + + D3D11_TEXTURE2D_DESC desc; + desc.Width = width; + desc.Height = height; + desc.MipLevels = lodOffset + 1; + desc.ArraySize = 1; + desc.Format = dxgiFormat; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Usage = D3D11_USAGE_STAGING; + desc.BindFlags = 0; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + + if (d3d11::GetTextureFormatInfo(mInternalFormat, mFeatureLevel).dataInitializerFunction != NULL) + { + std::vector<D3D11_SUBRESOURCE_DATA> initialData; + std::vector< std::vector<BYTE> > textureData; + d3d11::GenerateInitialTextureData(mInternalFormat, mFeatureLevel, width, height, 1, + lodOffset + 1, &initialData, &textureData); + + result = device->CreateTexture2D(&desc, initialData.data(), &newTexture); + } + else + { + result = device->CreateTexture2D(&desc, NULL, &newTexture); + } + + if (FAILED(result)) + { + ASSERT(result == E_OUTOFMEMORY); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create staging texture, result: 0x%X.", result); + } + + mStagingTexture = newTexture; + mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1); + } + else + { + UNREACHABLE(); + } + + mDirty = false; + return gl::Error(GL_NO_ERROR); +} + +gl::Error Image11::map(D3D11_MAP mapType, D3D11_MAPPED_SUBRESOURCE *map) +{ + // We must recover from the TextureStorage if necessary, even for D3D11_MAP_WRITE. + gl::Error error = recoverFromAssociatedStorage(); + if (error.isError()) + { + return error; + } + + ID3D11Resource *stagingTexture = NULL; + unsigned int subresourceIndex = 0; + error = getStagingTexture(&stagingTexture, &subresourceIndex); + if (error.isError()) + { + return error; + } + + ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); + + ASSERT(mStagingTexture); + HRESULT result = deviceContext->Map(stagingTexture, subresourceIndex, mapType, 0, map); + + // this can fail if the device is removed (from TDR) + if (d3d11::isDeviceLostError(result)) + { + mRenderer->notifyDeviceLost(); + } + else if (FAILED(result)) + { + return gl::Error(GL_OUT_OF_MEMORY, "Failed to map staging texture, result: 0x%X.", result); + } + + mDirty = true; + + return gl::Error(GL_NO_ERROR); +} + +void Image11::unmap() +{ + if (mStagingTexture) + { + ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); + deviceContext->Unmap(mStagingTexture, mStagingSubresource); + } +} + +} |