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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp3701
1 files changed, 1862 insertions, 1839 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
index 11b9f76464..b702450ded 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
@@ -5,7 +5,8 @@
//
// 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.
+// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11
+// texture.
#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
@@ -21,6 +22,7 @@
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/StreamProducerNV12.h"
#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
#include "libANGLE/renderer/d3d/EGLImageD3D.h"
@@ -29,82 +31,79 @@
namespace rx
{
-TextureStorage11::SwizzleCacheValue::SwizzleCacheValue()
- : swizzleRed(GL_INVALID_INDEX),
- swizzleGreen(GL_INVALID_INDEX),
- swizzleBlue(GL_INVALID_INDEX),
- swizzleAlpha(GL_INVALID_INDEX)
+namespace
{
+
+void InvalidateRenderTarget(const gl::Context *context, RenderTarget11 *renderTarget)
+{
+ if (renderTarget)
+ {
+ renderTarget->signalDirty(context);
+ }
}
-TextureStorage11::SwizzleCacheValue::SwizzleCacheValue(GLenum red, GLenum green, GLenum blue, GLenum alpha)
- : swizzleRed(red), swizzleGreen(green), swizzleBlue(blue), swizzleAlpha(alpha)
+RenderTarget11 *GetRenderTarget(std::unique_ptr<RenderTarget11> *pointer)
{
+ return pointer->get();
}
-bool TextureStorage11::SwizzleCacheValue::operator==(const SwizzleCacheValue &other) const
+template <typename KeyT>
+RenderTarget11 *GetRenderTarget(std::pair<KeyT, std::unique_ptr<RenderTarget11>> *pair)
{
- return swizzleRed == other.swizzleRed &&
- swizzleGreen == other.swizzleGreen &&
- swizzleBlue == other.swizzleBlue &&
- swizzleAlpha == other.swizzleAlpha;
+ return pair->second.get();
}
-bool TextureStorage11::SwizzleCacheValue::operator!=(const SwizzleCacheValue &other) const
+template <typename T>
+void InvalidateRenderTargetContainer(const gl::Context *context, T *renderTargetContainer)
{
- return !(*this == other);
+ for (auto &rt : *renderTargetContainer)
+ {
+ InvalidateRenderTarget(context, GetRenderTarget(&rt));
+ }
}
-TextureStorage11::SRVKey::SRVKey(int baseLevel, int mipLevels, bool swizzle)
- : baseLevel(baseLevel), mipLevels(mipLevels), swizzle(swizzle)
+} // anonymous namespace
+
+TextureStorage11::SRVKey::SRVKey(int baseLevel, int mipLevels, bool swizzle, bool dropStencil)
+ : baseLevel(baseLevel), mipLevels(mipLevels), swizzle(swizzle), dropStencil(dropStencil)
{
}
bool TextureStorage11::SRVKey::operator<(const SRVKey &rhs) const
{
- return std::tie(baseLevel, mipLevels, swizzle) < std::tie(rhs.baseLevel, rhs.mipLevels, rhs.swizzle);
+ return std::tie(baseLevel, mipLevels, swizzle, dropStencil) <
+ std::tie(rhs.baseLevel, rhs.mipLevels, rhs.swizzle, rhs.dropStencil);
}
-TextureStorage11::TextureStorage11(Renderer11 *renderer, UINT bindFlags, UINT miscFlags)
+TextureStorage11::TextureStorage11(Renderer11 *renderer,
+ UINT bindFlags,
+ UINT miscFlags,
+ GLenum internalFormat)
: mRenderer(renderer),
mTopLevel(0),
mMipLevels(0),
- mInternalFormat(GL_NONE),
- mTextureFormat(DXGI_FORMAT_UNKNOWN),
- mShaderResourceFormat(DXGI_FORMAT_UNKNOWN),
- mRenderTargetFormat(DXGI_FORMAT_UNKNOWN),
- mDepthStencilFormat(DXGI_FORMAT_UNKNOWN),
+ mFormatInfo(d3d11::Format::Get(internalFormat, mRenderer->getRenderer11DeviceCaps())),
mTextureWidth(0),
mTextureHeight(0),
mTextureDepth(0),
+ mDropStencilTexture(),
mBindFlags(bindFlags),
mMiscFlags(miscFlags)
{
- for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
- {
- mLevelSRVs[i] = nullptr;
- }
}
TextureStorage11::~TextureStorage11()
{
- for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
- {
- SafeRelease(mLevelSRVs[level]);
- }
-
- for (SRVCache::iterator i = mSrvCache.begin(); i != mSrvCache.end(); i++)
- {
- SafeRelease(i->second);
- }
mSrvCache.clear();
}
-DWORD TextureStorage11::GetTextureBindFlags(GLenum internalFormat, const Renderer11DeviceCaps &renderer11DeviceCaps, bool renderTarget)
+DWORD TextureStorage11::GetTextureBindFlags(GLenum internalFormat,
+ const Renderer11DeviceCaps &renderer11DeviceCaps,
+ bool renderTarget)
{
UINT bindFlags = 0;
- const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalFormat, renderer11DeviceCaps);
+ const d3d11::Format &formatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps);
if (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
{
bindFlags |= D3D11_BIND_SHADER_RESOURCE;
@@ -121,16 +120,17 @@ DWORD TextureStorage11::GetTextureBindFlags(GLenum internalFormat, const Rendere
return bindFlags;
}
-DWORD TextureStorage11::GetTextureMiscFlags(GLenum internalFormat, const Renderer11DeviceCaps &renderer11DeviceCaps, bool renderTarget, int levels)
+DWORD TextureStorage11::GetTextureMiscFlags(GLenum internalFormat,
+ const Renderer11DeviceCaps &renderer11DeviceCaps,
+ bool renderTarget,
+ int levels)
{
UINT miscFlags = 0;
- const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalFormat, renderer11DeviceCaps);
+ const d3d11::Format &formatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps);
if (renderTarget && levels > 1)
{
- const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(formatInfo.texFormat);
-
- if (dxgiFormatInfo.nativeMipmapSupport(renderer11DeviceCaps.featureLevel))
+ if (d3d11::SupportsMipGen(formatInfo.texFormat, renderer11DeviceCaps.featureLevel))
{
miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
}
@@ -151,6 +151,8 @@ UINT TextureStorage11::getMiscFlags() const
int TextureStorage11::getTopLevel() const
{
+ // Applying top level is meant to be encapsulated inside TextureStorage11.
+ UNREACHABLE();
return mTopLevel;
}
@@ -189,24 +191,35 @@ int TextureStorage11::getLevelDepth(int mipLevel) const
return std::max(static_cast<int>(mTextureDepth) >> mipLevel, 1);
}
+gl::Error TextureStorage11::getMippedResource(const gl::Context *context,
+ const TextureHelper11 **outResource)
+{
+ return getResource(context, outResource);
+}
+
UINT TextureStorage11::getSubresourceIndex(const gl::ImageIndex &index) const
{
- UINT mipSlice = static_cast<UINT>(index.mipIndex + mTopLevel);
- UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
+ UINT mipSlice = static_cast<UINT>(index.mipIndex + mTopLevel);
+ UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
UINT subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
ASSERT(subresource != std::numeric_limits<UINT>::max());
return subresource;
}
-gl::Error TextureStorage11::getSRV(const gl::TextureState &textureState,
- ID3D11ShaderResourceView **outSRV)
+gl::Error TextureStorage11::getSRV(const gl::Context *context,
+ const gl::TextureState &textureState,
+ const d3d11::SharedSRV **outSRV)
{
- bool swizzleRequired = textureState.swizzleRequired();
- bool mipmapping = gl::IsMipmapFiltered(textureState.samplerState);
- unsigned int mipLevels = mipmapping ? (textureState.maxLevel - textureState.baseLevel + 1) : 1;
+ // Make sure to add the level offset for our tiny compressed texture workaround
+ const GLuint effectiveBaseLevel = textureState.getEffectiveBaseLevel();
+ bool swizzleRequired = textureState.swizzleRequired();
+ bool mipmapping = gl::IsMipmapFiltered(textureState.getSamplerState());
+ unsigned int mipLevels =
+ mipmapping ? (textureState.getEffectiveMaxLevel() - effectiveBaseLevel + 1) : 1;
- // Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level, which corresponds to GL level 0)
- mipLevels = std::min(mipLevels, mMipLevels - mTopLevel - textureState.baseLevel);
+ // 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)
{
@@ -217,89 +230,133 @@ gl::Error TextureStorage11::getSRV(const gl::TextureState &textureState,
if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
// We must ensure that the level zero texture is in sync with mipped texture.
- gl::Error error = useLevelZeroWorkaroundTexture(mipLevels == 1);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(useLevelZeroWorkaroundTexture(context, mipLevels == 1));
}
if (swizzleRequired)
{
- verifySwizzleExists(textureState.swizzleRed, textureState.swizzleGreen,
- textureState.swizzleBlue, textureState.swizzleAlpha);
+ verifySwizzleExists(textureState.getSwizzleState());
}
- SRVKey key(textureState.baseLevel, mipLevels, swizzleRequired);
+ // We drop the stencil when sampling from the SRV if three conditions hold:
+ // 1. the drop stencil workaround is enabled.
+ bool workaround = mRenderer->getWorkarounds().emulateTinyStencilTextures;
+ // 2. this is a stencil texture.
+ bool hasStencil = (mFormatInfo.format().stencilBits > 0);
+ // 3. the texture has a 1x1 or 2x2 mip.
+ int effectiveTopLevel = effectiveBaseLevel + mipLevels - 1;
+ bool hasSmallMips =
+ (getLevelWidth(effectiveTopLevel) <= 2 || getLevelHeight(effectiveTopLevel) <= 2);
+
+ bool useDropStencil = (workaround && hasStencil && hasSmallMips);
+ SRVKey key(effectiveBaseLevel, mipLevels, swizzleRequired, useDropStencil);
+ if (useDropStencil)
+ {
+ // Ensure drop texture gets created.
+ DropStencil result = DropStencil::CREATED;
+ ANGLE_TRY_RESULT(ensureDropStencilTexture(context), result);
+
+ // Clear the SRV cache if necessary.
+ // TODO(jmadill): Re-use find query result.
+ auto srvEntry = mSrvCache.find(key);
+ if (result == DropStencil::CREATED && srvEntry != mSrvCache.end())
+ {
+ mSrvCache.erase(key);
+ }
+ }
+
+ ANGLE_TRY(getCachedOrCreateSRV(context, key, outSRV));
+
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11::getCachedOrCreateSRV(const gl::Context *context,
+ const SRVKey &key,
+ const d3d11::SharedSRV **outSRV)
+{
auto iter = mSrvCache.find(key);
if (iter != mSrvCache.end())
{
- *outSRV = iter->second;
- return gl::Error(GL_NO_ERROR);
+ *outSRV = &iter->second;
+ return gl::NoError();
}
- ID3D11Resource *texture = nullptr;
- if (swizzleRequired)
+ const TextureHelper11 *texture = nullptr;
+ DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
+
+ if (key.swizzle)
{
- gl::Error error = getSwizzleTexture(&texture);
- if (error.isError())
- {
- return error;
- }
+ const auto &swizzleFormat =
+ mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps());
+ ASSERT(!key.dropStencil || swizzleFormat.format().stencilBits == 0);
+ ANGLE_TRY(getSwizzleTexture(&texture));
+ format = swizzleFormat.srvFormat;
}
- else
+ else if (key.dropStencil)
{
- gl::Error error = getResource(&texture);
- if (error.isError())
- {
- return error;
- }
+ ASSERT(mDropStencilTexture.valid());
+ texture = &mDropStencilTexture;
+ format = DXGI_FORMAT_R32_FLOAT;
}
-
- ID3D11ShaderResourceView *srv = nullptr;
- DXGI_FORMAT format = (swizzleRequired ? mSwizzleShaderResourceFormat : mShaderResourceFormat);
- gl::Error error = createSRV(textureState.baseLevel, mipLevels, format, texture, &srv);
- if (error.isError())
+ else
{
- return error;
+ ANGLE_TRY(getResource(context, &texture));
+ format = mFormatInfo.srvFormat;
}
- mSrvCache.insert(std::make_pair(key, srv));
- *outSRV = srv;
+ d3d11::SharedSRV srv;
+
+ ANGLE_TRY(createSRV(context, key.baseLevel, key.mipLevels, format, *texture, &srv));
+
+ const auto &insertIt = mSrvCache.insert(std::make_pair(key, std::move(srv)));
+ *outSRV = &insertIt.first->second;
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureStorage11::getSRVLevel(int mipLevel, ID3D11ShaderResourceView **outSRV)
+gl::Error TextureStorage11::getSRVLevel(const gl::Context *context,
+ int mipLevel,
+ bool blitSRV,
+ const d3d11::SharedSRV **outSRV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
- if (!mLevelSRVs[mipLevel])
+ auto &levelSRVs = (blitSRV) ? mLevelBlitSRVs : mLevelSRVs;
+ auto &otherLevelSRVs = (blitSRV) ? mLevelSRVs : mLevelBlitSRVs;
+
+ if (!levelSRVs[mipLevel].valid())
{
- ID3D11Resource *resource = NULL;
- gl::Error error = getResource(&resource);
- if (error.isError())
+ // Only create a different SRV for blit if blit format is different from regular srv format
+ if (otherLevelSRVs[mipLevel].valid() && mFormatInfo.srvFormat == mFormatInfo.blitSRVFormat)
{
- return error;
+ levelSRVs[mipLevel] = otherLevelSRVs[mipLevel].makeCopy();
}
-
- error = createSRV(mipLevel, 1, mShaderResourceFormat, resource, &mLevelSRVs[mipLevel]);
- if (error.isError())
+ else
{
- return error;
+ const TextureHelper11 *resource = nullptr;
+ ANGLE_TRY(getResource(context, &resource));
+
+ DXGI_FORMAT resourceFormat =
+ blitSRV ? mFormatInfo.blitSRVFormat : mFormatInfo.srvFormat;
+ ANGLE_TRY(
+ createSRV(context, mipLevel, 1, resourceFormat, *resource, &levelSRVs[mipLevel]));
}
}
- *outSRV = mLevelSRVs[mipLevel];
+ *outSRV = &levelSRVs[mipLevel];
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureStorage11::getSRVLevels(GLint baseLevel, GLint maxLevel, ID3D11ShaderResourceView **outSRV)
+gl::Error TextureStorage11::getSRVLevels(const gl::Context *context,
+ GLint baseLevel,
+ GLint maxLevel,
+ const d3d11::SharedSRV **outSRV)
{
unsigned int mipLevels = maxLevel - baseLevel + 1;
- // Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level, which corresponds to GL level 0)
+ // 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)
@@ -310,245 +367,218 @@ gl::Error TextureStorage11::getSRVLevels(GLint baseLevel, GLint maxLevel, ID3D11
if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
// We must ensure that the level zero texture is in sync with mipped texture.
- gl::Error error = useLevelZeroWorkaroundTexture(mipLevels == 1);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(useLevelZeroWorkaroundTexture(context, mipLevels == 1));
}
- SRVKey key(baseLevel, mipLevels, false);
- auto iter = mSrvCache.find(key);
- if (iter != mSrvCache.end())
- {
- *outSRV = iter->second;
- return gl::Error(GL_NO_ERROR);
- }
+ // TODO(jmadill): Assert we don't need to drop stencil.
- ID3D11Resource *texture = nullptr;
- gl::Error error = getResource(&texture);
- if (error.isError())
- {
- return error;
- }
+ SRVKey key(baseLevel, mipLevels, false, false);
+ ANGLE_TRY(getCachedOrCreateSRV(context, key, outSRV));
- ID3D11ShaderResourceView *srv = nullptr;
- error = createSRV(baseLevel, mipLevels, mShaderResourceFormat, texture, &srv);
- if (error.isError())
- {
- return error;
- }
-
- mSrvCache[key] = srv;
- *outSRV = srv;
+ return gl::NoError();
+}
- return gl::Error(GL_NO_ERROR);
+const d3d11::Format &TextureStorage11::getFormatSet() const
+{
+ return mFormatInfo;
}
-gl::Error TextureStorage11::generateSwizzles(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha)
+gl::Error TextureStorage11::generateSwizzles(const gl::Context *context,
+ const gl::SwizzleState &swizzleTarget)
{
- SwizzleCacheValue swizzleTarget(swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
for (int level = 0; level < getLevelCount(); level++)
{
// Check if the swizzle for this level is out of date
if (mSwizzleCache[level] != swizzleTarget)
{
// Need to re-render the swizzle for this level
- ID3D11ShaderResourceView *sourceSRV = NULL;
- gl::Error error = getSRVLevel(level, &sourceSRV);
- if (error.isError())
- {
- return error;
- }
+ const d3d11::SharedSRV *sourceSRV = nullptr;
+ ANGLE_TRY(getSRVLevel(context, level, true, &sourceSRV));
- ID3D11RenderTargetView *destRTV = NULL;
- error = getSwizzleRenderTarget(level, &destRTV);
- if (error.isError())
- {
- return error;
- }
+ const d3d11::RenderTargetView *destRTV;
+ ANGLE_TRY(getSwizzleRenderTarget(level, &destRTV));
gl::Extents size(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));
Blit11 *blitter = mRenderer->getBlitter();
- error = blitter->swizzleTexture(sourceSRV, destRTV, size, swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(blitter->swizzleTexture(context, *sourceSRV, *destRTV, size, swizzleTarget));
mSwizzleCache[level] = swizzleTarget;
}
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-void TextureStorage11::invalidateSwizzleCacheLevel(int mipLevel)
+void TextureStorage11::markLevelDirty(int mipLevel)
{
- if (mipLevel >= 0 && static_cast<unsigned int>(mipLevel) < ArraySize(mSwizzleCache))
+ if (mipLevel >= 0 && static_cast<size_t>(mipLevel) < mSwizzleCache.size())
{
- // The default constructor of SwizzleCacheValue has GL_NONE for all channels which is not a
- // valid swizzle combination
- mSwizzleCache[mipLevel] = SwizzleCacheValue();
+ // 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::invalidateSwizzleCache()
+void TextureStorage11::markDirty()
{
- for (unsigned int mipLevel = 0; mipLevel < ArraySize(mSwizzleCache); mipLevel++)
+ for (size_t mipLevel = 0; mipLevel < mSwizzleCache.size(); ++mipLevel)
{
- invalidateSwizzleCacheLevel(mipLevel);
+ markLevelDirty(static_cast<int>(mipLevel));
}
}
-gl::Error TextureStorage11::updateSubresourceLevel(ID3D11Resource *srcTexture, unsigned int sourceSubresource,
- const gl::ImageIndex &index, const gl::Box &copyArea)
+gl::Error TextureStorage11::updateSubresourceLevel(const gl::Context *context,
+ const TextureHelper11 &srcTexture,
+ unsigned int sourceSubresource,
+ const gl::ImageIndex &index,
+ const gl::Box &copyArea)
{
- ASSERT(srcTexture);
+ ASSERT(srcTexture.valid());
- GLint level = index.mipIndex;
+ const GLint level = index.mipIndex;
- invalidateSwizzleCacheLevel(level);
+ 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;
+ bool fullCopy = copyArea.x == 0 && copyArea.y == 0 && copyArea.z == 0 &&
+ copyArea.width == texSize.width && copyArea.height == texSize.height &&
+ copyArea.depth == texSize.depth;
- ID3D11Resource *dstTexture = NULL;
- gl::Error error(GL_NO_ERROR);
+ 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 the zero-LOD workaround is active and we want to update a level greater than zero, then we
+ // should update the mipmapped texture, even if mapmaps are currently disabled.
if (index.mipIndex > 0 && mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
- error = getMippedResource(&dstTexture);
+ ANGLE_TRY(getMippedResource(context, &dstTexture));
}
else
{
- error = getResource(&dstTexture);
- }
-
- if (error.isError())
- {
- return error;
+ ANGLE_TRY(getResource(context, &dstTexture));
}
unsigned int dstSubresource = getSubresourceIndex(index);
- ASSERT(dstTexture);
+ ASSERT(dstTexture->valid());
- const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat);
- if (!fullCopy && (dxgiFormatInfo.depthBits > 0 || dxgiFormatInfo.stencilBits > 0))
+ 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();
-
+ Blit11 *blitter = mRenderer->getBlitter();
return blitter->copyDepthStencil(srcTexture, sourceSubresource, copyArea, texSize,
- dstTexture, dstSubresource, copyArea, texSize,
- NULL);
+ *dstTexture, dstSubresource, copyArea, texSize, nullptr);
}
- else
- {
- D3D11_BOX srcBox;
- srcBox.left = copyArea.x;
- srcBox.top = copyArea.y;
- srcBox.right = copyArea.x + roundUp(static_cast<UINT>(copyArea.width), dxgiFormatInfo.blockWidth);
- srcBox.bottom = copyArea.y + roundUp(static_cast<UINT>(copyArea.height), dxgiFormatInfo.blockHeight);
- srcBox.front = copyArea.z;
- srcBox.back = copyArea.z + copyArea.depth;
- ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ 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;
- context->CopySubresourceRegion(dstTexture, dstSubresource, copyArea.x, copyArea.y, copyArea.z,
- srcTexture, sourceSubresource, fullCopy ? NULL : &srcBox);
- return gl::Error(GL_NO_ERROR);
- }
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ deviceContext->CopySubresourceRegion(dstTexture->get(), dstSubresource, copyArea.x, copyArea.y,
+ copyArea.z, srcTexture.get(), sourceSubresource,
+ fullCopy ? nullptr : &srcBox);
+ return gl::NoError();
}
-gl::Error TextureStorage11::copySubresourceLevel(ID3D11Resource* dstTexture, unsigned int dstSubresource,
- const gl::ImageIndex &index, const gl::Box &region)
+gl::Error TextureStorage11::copySubresourceLevel(const gl::Context *context,
+ const TextureHelper11 &dstTexture,
+ unsigned int dstSubresource,
+ const gl::ImageIndex &index,
+ const gl::Box &region)
{
- ASSERT(dstTexture);
+ ASSERT(dstTexture.valid());
- ID3D11Resource *srcTexture = NULL;
- gl::Error error(GL_NO_ERROR);
+ 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 the zero-LOD workaround is active and we want to update a level greater than zero, then we
+ // should update the mipmapped texture, even if mapmaps are currently disabled.
if (index.mipIndex > 0 && mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
- error = getMippedResource(&srcTexture);
+ ANGLE_TRY(getMippedResource(context, &srcTexture));
}
else
{
- error = getResource(&srcTexture);
+ ANGLE_TRY(getResource(context, &srcTexture));
}
- if (error.isError())
- {
- return error;
- }
-
- ASSERT(srcTexture);
+ ASSERT(srcTexture->valid());
unsigned int srcSubresource = getSubresourceIndex(index);
- ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
- // D3D11 can't perform partial CopySubresourceRegion on depth/stencil textures, so pSrcBox should be NULL.
+ // D3D11 can't perform partial CopySubresourceRegion on depth/stencil textures, so pSrcBox
+ // should be nullptr.
D3D11_BOX srcBox;
- D3D11_BOX *pSrcBox = NULL;
+ D3D11_BOX *pSrcBox = nullptr;
if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
{
- // However, D3D10Level9 doesn't always perform CopySubresourceRegion correctly unless the source box
- // is specified. This is okay, since we don't perform CopySubresourceRegion on depth/stencil
- // textures on 9_3.
- ASSERT(d3d11::GetDXGIFormatInfo(mTextureFormat).depthBits == 0);
- ASSERT(d3d11::GetDXGIFormatInfo(mTextureFormat).stencilBits == 0);
- 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;
+ 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;
+ }
}
- context->CopySubresourceRegion(dstTexture, dstSubresource, region.x, region.y, region.z,
- srcTexture, srcSubresource, pSrcBox);
+ deviceContext->CopySubresourceRegion(dstTexture.get(), dstSubresource, region.x, region.y,
+ region.z, srcTexture->get(), srcSubresource, pSrcBox);
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureStorage11::generateMipmap(const gl::ImageIndex &sourceIndex, const gl::ImageIndex &destIndex)
+gl::Error TextureStorage11::generateMipmap(const gl::Context *context,
+ const gl::ImageIndex &sourceIndex,
+ const gl::ImageIndex &destIndex)
{
ASSERT(sourceIndex.layerIndex == destIndex.layerIndex);
- invalidateSwizzleCacheLevel(destIndex.mipIndex);
+ markLevelDirty(destIndex.mipIndex);
- RenderTargetD3D *source = NULL;
- gl::Error error = getRenderTarget(sourceIndex, &source);
- if (error.isError())
- {
- return error;
- }
+ RenderTargetD3D *source = nullptr;
+ ANGLE_TRY(getRenderTarget(context, sourceIndex, &source));
- RenderTargetD3D *dest = NULL;
- error = getRenderTarget(destIndex, &dest);
- if (error.isError())
- {
- return error;
- }
+ RenderTargetD3D *dest = nullptr;
+ ANGLE_TRY(getRenderTarget(context, destIndex, &dest));
- ID3D11ShaderResourceView *sourceSRV = GetAs<RenderTarget11>(source)->getShaderResourceView();
- ID3D11RenderTargetView *destRTV = GetAs<RenderTarget11>(dest)->getRenderTargetView();
+ RenderTarget11 *rt11 = GetAs<RenderTarget11>(source);
+ const d3d11::SharedSRV &sourceSRV = rt11->getBlitShaderResourceView();
+ const d3d11::RenderTargetView &destRTV = rt11->getRenderTargetView();
gl::Box sourceArea(0, 0, 0, source->getWidth(), source->getHeight(), source->getDepth());
gl::Extents sourceSize(source->getWidth(), source->getHeight(), source->getDepth());
@@ -557,90 +587,75 @@ gl::Error TextureStorage11::generateMipmap(const gl::ImageIndex &sourceIndex, co
gl::Extents destSize(dest->getWidth(), dest->getHeight(), dest->getDepth());
Blit11 *blitter = mRenderer->getBlitter();
- return blitter->copyTexture(sourceSRV, sourceArea, sourceSize, destRTV, destArea, destSize,
- NULL, gl::GetInternalFormatInfo(source->getInternalFormat()).format,
- GL_LINEAR, false);
+ GLenum format = gl::GetUnsizedFormat(source->getInternalFormat());
+ return blitter->copyTexture(context, sourceSRV, sourceArea, sourceSize, format, destRTV,
+ destArea, destSize, nullptr, format, GL_LINEAR, false, false,
+ false);
}
-void TextureStorage11::verifySwizzleExists(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha)
+void TextureStorage11::verifySwizzleExists(const gl::SwizzleState &swizzleState)
{
- SwizzleCacheValue swizzleTarget(swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
for (unsigned int level = 0; level < mMipLevels; level++)
{
- ASSERT(mSwizzleCache[level] == swizzleTarget);
+ ASSERT(mSwizzleCache[level] == swizzleState);
}
}
void TextureStorage11::clearSRVCache()
{
- invalidateSwizzleCache();
-
- auto iter = mSrvCache.begin();
- while (iter != mSrvCache.end())
- {
- if (!iter->first.swizzle)
- {
- SafeRelease(iter->second);
- iter = mSrvCache.erase(iter);
- }
- else
- {
- iter++;
- }
- }
+ markDirty();
+ mSrvCache.clear();
- for (size_t level = 0; level < ArraySize(mLevelSRVs); level++)
+ for (size_t level = 0; level < mLevelSRVs.size(); level++)
{
- SafeRelease(mLevelSRVs[level]);
+ mLevelSRVs[level].reset();
+ mLevelBlitSRVs[level].reset();
}
}
-gl::Error TextureStorage11::copyToStorage(TextureStorage *destStorage)
+gl::Error TextureStorage11::copyToStorage(const gl::Context *context, TextureStorage *destStorage)
{
ASSERT(destStorage);
- ID3D11Resource *sourceResouce = NULL;
- gl::Error error = getResource(&sourceResouce);
- if (error.isError())
- {
- return error;
- }
+ const TextureHelper11 *sourceResouce = nullptr;
+ ANGLE_TRY(getResource(context, &sourceResouce));
- TextureStorage11 *dest11 = GetAs<TextureStorage11>(destStorage);
- ID3D11Resource *destResource = NULL;
- error = dest11->getResource(&destResource);
- if (error.isError())
- {
- return error;
- }
+ TextureStorage11 *dest11 = GetAs<TextureStorage11>(destStorage);
+ const TextureHelper11 *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(context, &destResource));
ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
- immediateContext->CopyResource(destResource, sourceResouce);
+ immediateContext->CopyResource(destResource->get(), sourceResouce->get());
- dest11->invalidateSwizzleCache();
+ dest11->markDirty();
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureStorage11::setData(const gl::ImageIndex &index, ImageD3D *image, const gl::Box *destBox, GLenum type,
- const gl::PixelUnpackState &unpack, const uint8_t *pixelData)
+gl::Error 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());
- ID3D11Resource *resource = NULL;
- gl::Error error = getResource(&resource);
- if (error.isError())
- {
- return error;
- }
- ASSERT(resource);
+ markLevelDirty(index.mipIndex);
+
+ const TextureHelper11 *resource = nullptr;
+ ANGLE_TRY(getResource(context, &resource));
+ ASSERT(resource && resource->valid());
UINT destSubresource = getSubresourceIndex(index);
- const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(image->getInternalFormat());
+ const gl::InternalFormat &internalFormatInfo =
+ gl::GetInternalFormatInfo(image->getInternalFormat(), type);
- gl::Box levelBox(0, 0, 0, getLevelWidth(index.mipIndex), getLevelHeight(index.mipIndex), getLevelDepth(index.mipIndex));
- bool fullUpdate = (destBox == NULL || *destBox == levelBox);
+ gl::Box levelBox(0, 0, 0, getLevelWidth(index.mipIndex), getLevelHeight(index.mipIndex),
+ getLevelDepth(index.mipIndex));
+ bool fullUpdate = (destBox == nullptr || *destBox == levelBox);
ASSERT(internalFormatInfo.depthBits == 0 || fullUpdate);
// TODO(jmadill): Handle compressed formats
@@ -649,36 +664,44 @@ gl::Error TextureStorage11::setData(const gl::ImageIndex &index, ImageD3D *image
// with compressed formats in the calling logic.
ASSERT(!internalFormatInfo.compressed);
- int width = destBox ? destBox->width : static_cast<int>(image->getWidth());
- int height = destBox ? destBox->height : static_cast<int>(image->getHeight());
- int depth = destBox ? destBox->depth : static_cast<int>(image->getDepth());
- UINT srcRowPitch = internalFormatInfo.computeRowPitch(type, width, unpack.alignment, unpack.rowLength);
- UINT srcDepthPitch = internalFormatInfo.computeDepthPitch(type, width, height, unpack.alignment,
- unpack.rowLength, unpack.imageHeight);
- GLsizei srcSkipBytes = internalFormatInfo.computeSkipPixels(
- srcRowPitch, srcDepthPitch, unpack.skipImages, unpack.skipRows, unpack.skipPixels);
-
- const d3d11::TextureFormat &d3d11Format = d3d11::GetTextureFormatInfo(image->getInternalFormat(), mRenderer->getRenderer11DeviceCaps());
- const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3d11Format.texFormat);
-
- size_t outputPixelSize = dxgiFormatInfo.pixelBytes;
+ const int imageWidth = static_cast<int>(image->getWidth());
+ const int width = destBox ? destBox->width : imageWidth;
+ const int imageHeight = static_cast<int>(image->getHeight());
+ const int height = destBox ? destBox->height : imageHeight;
+ const int imageDepth = static_cast<int>(image->getDepth());
+ const int depth = destBox ? destBox->depth : imageDepth;
+ if (imageWidth < width || imageHeight < height || imageDepth < depth)
+ fullUpdate = true;
+ GLuint srcRowPitch = 0;
+ ANGLE_TRY_RESULT(
+ internalFormatInfo.computeRowPitch(type, width, unpack.alignment, unpack.rowLength),
+ srcRowPitch);
+ GLuint srcDepthPitch = 0;
+ ANGLE_TRY_RESULT(internalFormatInfo.computeDepthPitch(height, unpack.imageHeight, srcRowPitch),
+ srcDepthPitch);
+ GLuint srcSkipBytes = 0;
+ ANGLE_TRY_RESULT(
+ internalFormatInfo.computeSkipBytes(srcRowPitch, srcDepthPitch, unpack, index.is3D()),
+ srcSkipBytes);
+
+ const d3d11::Format &d3d11Format =
+ d3d11::Format::Get(image->getInternalFormat(), mRenderer->getRenderer11DeviceCaps());
+ const d3d11::DXGIFormatSize &dxgiFormatInfo =
+ d3d11::GetDXGIFormatSizeInfo(d3d11Format.texFormat);
+
+ const size_t outputPixelSize = dxgiFormatInfo.pixelBytes;
UINT bufferRowPitch = static_cast<unsigned int>(outputPixelSize) * width;
UINT bufferDepthPitch = bufferRowPitch * height;
- size_t neededSize = bufferDepthPitch * depth;
- MemoryBuffer *conversionBuffer = nullptr;
+ const size_t neededSize = bufferDepthPitch * depth;
+ angle::MemoryBuffer *conversionBuffer = nullptr;
const uint8_t *data = nullptr;
- d3d11::LoadImageFunctionInfo loadFunctionInfo = d3d11Format.loadFunctions.at(type);
+ LoadImageFunctionInfo loadFunctionInfo = d3d11Format.getLoadFunctions()(type);
if (loadFunctionInfo.requiresConversion)
{
- error = mRenderer->getScratchMemoryBuffer(neededSize, &conversionBuffer);
- if (error.isError())
- {
- return error;
- }
-
+ ANGLE_TRY(mRenderer->getScratchMemoryBuffer(neededSize, &conversionBuffer));
loadFunctionInfo.loadFunction(width, height, depth, pixelData + srcSkipBytes, srcRowPitch,
srcDepthPitch, conversionBuffer->data(), bufferRowPitch,
bufferDepthPitch);
@@ -698,264 +721,233 @@ gl::Error TextureStorage11::setData(const gl::ImageIndex &index, ImageD3D *image
ASSERT(destBox);
D3D11_BOX destD3DBox;
- destD3DBox.left = destBox->x;
- destD3DBox.right = destBox->x + destBox->width;
- destD3DBox.top = destBox->y;
+ 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;
+ destD3DBox.front = destBox->z;
+ destD3DBox.back = destBox->z + destBox->depth;
- immediateContext->UpdateSubresource(resource, destSubresource, &destD3DBox, data,
+ immediateContext->UpdateSubresource(resource->get(), destSubresource, &destD3DBox, data,
bufferRowPitch, bufferDepthPitch);
}
else
{
- immediateContext->UpdateSubresource(resource, destSubresource, NULL, data, bufferRowPitch,
- bufferDepthPitch);
+ immediateContext->UpdateSubresource(resource->get(), destSubresource, nullptr, data,
+ bufferRowPitch, bufferDepthPitch);
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
+}
+
+gl::ErrorOrResult<TextureStorage11::DropStencil> TextureStorage11::ensureDropStencilTexture(
+ const gl::Context *context)
+{
+ UNIMPLEMENTED();
+ return gl::InternalError() << "Drop stencil texture not implemented.";
}
TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer, SwapChain11 *swapchain)
- : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, 0),
+ : TextureStorage11(renderer,
+ D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE,
+ 0,
+ swapchain->getRenderTargetInternalFormat()),
mTexture(swapchain->getOffscreenTexture()),
- mLevelZeroTexture(NULL),
- mLevelZeroRenderTarget(NULL),
+ mLevelZeroTexture(),
+ mLevelZeroRenderTarget(nullptr),
mUseLevelZeroTexture(false),
- mSwizzleTexture(NULL)
+ mSwizzleTexture()
{
- mTexture->AddRef();
-
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
- mAssociatedImages[i] = NULL;
- mRenderTarget[i] = NULL;
- mSwizzleRenderTargets[i] = NULL;
+ mAssociatedImages[i] = nullptr;
+ mRenderTarget[i] = nullptr;
}
D3D11_TEXTURE2D_DESC texDesc;
- mTexture->GetDesc(&texDesc);
- mMipLevels = texDesc.MipLevels;
- mTextureFormat = texDesc.Format;
- mTextureWidth = texDesc.Width;
+ mTexture.getDesc(&texDesc);
+ mMipLevels = texDesc.MipLevels;
+ mTextureWidth = texDesc.Width;
mTextureHeight = texDesc.Height;
- mTextureDepth = 1;
-
- mInternalFormat = swapchain->GetRenderTargetInternalFormat();
-
- ID3D11ShaderResourceView *srv = swapchain->getRenderTargetShaderResource();
- D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
- srv->GetDesc(&srvDesc);
- mShaderResourceFormat = srvDesc.Format;
-
- ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget();
- D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- offscreenRTV->GetDesc(&rtvDesc);
- mRenderTargetFormat = rtvDesc.Format;
-
- const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat);
- const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(dxgiFormatInfo.internalFormat, mRenderer->getRenderer11DeviceCaps());
- mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
- mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
- mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
-
- mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
-}
-
-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)),
- mTexture(NULL),
- mLevelZeroTexture(NULL),
- mLevelZeroRenderTarget(NULL),
- mUseLevelZeroTexture(false),
- mSwizzleTexture(NULL)
+ 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()
{
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
- mAssociatedImages[i] = NULL;
- mRenderTarget[i] = NULL;
- mSwizzleRenderTargets[i] = NULL;
+ mAssociatedImages[i] = nullptr;
+ mRenderTarget[i] = nullptr;
}
- mInternalFormat = internalformat;
-
- const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getRenderer11DeviceCaps());
- mTextureFormat = formatInfo.texFormat;
- mShaderResourceFormat = formatInfo.srvFormat;
- mDepthStencilFormat = formatInfo.dsvFormat;
- mRenderTargetFormat = formatInfo.rtvFormat;
- mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
- mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
- mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
-
- d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
- mMipLevels = mTopLevel + levels;
- mTextureWidth = width;
+ d3d11::MakeValidSize(false, mFormatInfo.texFormat, &width, &height, &mTopLevel);
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
mTextureHeight = height;
- mTextureDepth = 1;
+ mTextureDepth = 1;
- if (hintLevelZeroOnly && levels > 1)
- {
- //The LevelZeroOnly hint should only be true if the zero max LOD workaround is active.
- ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);
- mUseLevelZeroTexture = true;
- }
+ // The LevelZeroOnly hint should only be true if the zero max LOD workaround is active.
+ ASSERT(!mUseLevelZeroTexture || mRenderer->getWorkarounds().zeroMaxLodWorkaround);
}
-TextureStorage11_2D::~TextureStorage11_2D()
+gl::Error TextureStorage11_2D::onDestroy(const gl::Context *context)
{
for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
- if (mAssociatedImages[i] != NULL)
+ if (mAssociatedImages[i] != nullptr)
{
- bool imageAssociationCorrect = mAssociatedImages[i]->isAssociatedStorageValid(this);
- ASSERT(imageAssociationCorrect);
+ mAssociatedImages[i]->verifyAssociatedStorageValid(this);
- if (imageAssociationCorrect)
- {
- // We must let the Images recover their data before we delete it from the TextureStorage.
- gl::Error error = mAssociatedImages[i]->recoverFromAssociatedStorage();
- if (error.isError())
- {
- // TODO: Find a way to report this back to the context
- }
- }
+ // We must let the Images recover their data before we delete it from the
+ // TextureStorage.
+ ANGLE_TRY(mAssociatedImages[i]->recoverFromAssociatedStorage(context));
}
}
- SafeRelease(mTexture);
- SafeRelease(mSwizzleTexture);
-
- SafeRelease(mLevelZeroTexture);
- SafeDelete(mLevelZeroRenderTarget);
-
- for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ if (mHasKeyedMutex)
{
- SafeDelete(mRenderTarget[i]);
- SafeRelease(mSwizzleRenderTargets[i]);
+ // If the keyed mutex is released that will unbind it and cause the state cache to become
+ // desynchronized.
+ mRenderer->getStateManager()->invalidateBoundViews();
}
+
+ // Invalidate RenderTargets.
+ InvalidateRenderTargetContainer(context, &mRenderTarget);
+ InvalidateRenderTarget(context, mLevelZeroRenderTarget.get());
+
+ return gl::NoError();
+}
+
+TextureStorage11_2D::~TextureStorage11_2D()
+{
}
-gl::Error TextureStorage11_2D::copyToStorage(TextureStorage *destStorage)
+gl::Error TextureStorage11_2D::copyToStorage(const gl::Context *context,
+ TextureStorage *destStorage)
{
ASSERT(destStorage);
- TextureStorage11_2D *dest11 = GetAs<TextureStorage11_2D>(destStorage);
+ TextureStorage11_2D *dest11 = GetAs<TextureStorage11_2D>(destStorage);
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
- ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
-
- // If either mTexture or mLevelZeroTexture exist, then we need to copy them into the corresponding textures in destStorage.
- if (mTexture)
+ // If either mTexture or mLevelZeroTexture exist, then we need to copy them into the
+ // corresponding textures in destStorage.
+ if (mTexture.valid())
{
- gl::Error error = dest11->useLevelZeroWorkaroundTexture(false);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(context, false));
- ID3D11Resource *destResource = NULL;
- error = dest11->getResource(&destResource);
- if (error.isError())
- {
- return error;
- }
+ const TextureHelper11 *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(context, &destResource));
- immediateContext->CopyResource(destResource, mTexture);
+ immediateContext->CopyResource(destResource->get(), mTexture.get());
}
- if (mLevelZeroTexture)
+ if (mLevelZeroTexture.valid())
{
- gl::Error error = dest11->useLevelZeroWorkaroundTexture(true);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(context, true));
- ID3D11Resource *destResource = NULL;
- error = dest11->getResource(&destResource);
- if (error.isError())
- {
- return error;
- }
+ const TextureHelper11 *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(context, &destResource));
- immediateContext->CopyResource(destResource, mLevelZeroTexture);
+ immediateContext->CopyResource(destResource->get(), mLevelZeroTexture.get());
}
+
+ return gl::NoError();
}
- else
- {
- ID3D11Resource *sourceResouce = NULL;
- gl::Error error = getResource(&sourceResouce);
- if (error.isError())
- {
- return error;
- }
- ID3D11Resource *destResource = NULL;
- error = dest11->getResource(&destResource);
- if (error.isError())
- {
- return error;
- }
+ const TextureHelper11 *sourceResouce = nullptr;
+ ANGLE_TRY(getResource(context, &sourceResouce));
- ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
- immediateContext->CopyResource(destResource, sourceResouce);
- }
+ const TextureHelper11 *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(context, &destResource));
- dest11->invalidateSwizzleCache();
+ immediateContext->CopyResource(destResource->get(), sourceResouce->get());
+ dest11->markDirty();
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureStorage11_2D::useLevelZeroWorkaroundTexture(bool useLevelZeroTexture)
+gl::Error TextureStorage11_2D::useLevelZeroWorkaroundTexture(const gl::Context *context,
+ bool useLevelZeroTexture)
{
+ bool lastSetting = mUseLevelZeroTexture;
+
if (useLevelZeroTexture && mMipLevels > 1)
{
- if (!mUseLevelZeroTexture && mTexture)
+ if (!mUseLevelZeroTexture && mTexture.valid())
{
- gl::Error error = ensureTextureExists(1);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(ensureTextureExists(1));
// Pull data back from the mipped texture if necessary.
- ASSERT(mLevelZeroTexture);
- ID3D11DeviceContext *context = mRenderer->getDeviceContext();
- context->CopySubresourceRegion(mLevelZeroTexture, 0, 0, 0, 0, mTexture, 0, NULL);
+ 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)
+ if (mUseLevelZeroTexture && mLevelZeroTexture.valid())
{
- gl::Error error = ensureTextureExists(mMipLevels);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(ensureTextureExists(mMipLevels));
// Pull data back from the level zero texture if necessary.
- ASSERT(mTexture);
- ID3D11DeviceContext *context = mRenderer->getDeviceContext();
- context->CopySubresourceRegion(mTexture, 0, 0, 0, 0, mLevelZeroTexture, 0, NULL);
+ ASSERT(mTexture.valid());
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ deviceContext->CopySubresourceRegion(mTexture.get(), 0, 0, 0, 0,
+ mLevelZeroTexture.get(), 0, nullptr);
}
mUseLevelZeroTexture = false;
}
- return gl::Error(GL_NO_ERROR);
+ if (lastSetting != mUseLevelZeroTexture)
+ {
+ // Mark everything as dirty to be conservative.
+ if (mLevelZeroRenderTarget)
+ {
+ mLevelZeroRenderTarget->signalDirty(context);
+ }
+ for (auto &renderTarget : mRenderTarget)
+ {
+ if (renderTarget)
+ {
+ renderTarget->signalDirty(context);
+ }
+ }
+ }
+
+ return gl::NoError();
}
-void TextureStorage11_2D::associateImage(Image11* image, const gl::ImageIndex &index)
+void TextureStorage11_2D::associateImage(Image11 *image, const gl::ImageIndex &index)
{
- GLint level = index.mipIndex;
+ const GLint level = index.mipIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
@@ -965,539 +957,569 @@ void TextureStorage11_2D::associateImage(Image11* image, const gl::ImageIndex &i
}
}
-bool TextureStorage11_2D::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
+void TextureStorage11_2D::verifyAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
{
- GLint level = index.mipIndex;
+ const GLint level = index.mipIndex;
- if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
- {
- // This validation check should never return false. It means the Image/TextureStorage association is broken.
- bool retValue = (mAssociatedImages[level] == expectedImage);
- ASSERT(retValue);
- return retValue;
- }
-
- return false;
+ 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)
+void TextureStorage11_2D::disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage)
{
- GLint level = index.mipIndex;
+ const GLint level = index.mipIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
-
- if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
- {
- ASSERT(mAssociatedImages[level] == expectedImage);
-
- if (mAssociatedImages[level] == expectedImage)
- {
- mAssociatedImages[level] = NULL;
- }
- }
+ ASSERT(mAssociatedImages[level] == expectedImage);
+ mAssociatedImages[level] = nullptr;
}
-// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
-gl::Error TextureStorage11_2D::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image
+// recover its data before ending the association.
+gl::Error TextureStorage11_2D::releaseAssociatedImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ Image11 *incomingImage)
{
- GLint level = index.mipIndex;
+ const GLint level = index.mipIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
// No need to let the old Image recover its data, if it is also the incoming Image.
- if (mAssociatedImages[level] != NULL && mAssociatedImages[level] != incomingImage)
+ if (mAssociatedImages[level] != nullptr && mAssociatedImages[level] != incomingImage)
{
- // Ensure that the Image is still associated with this TextureStorage. This should be true.
- bool imageAssociationCorrect = mAssociatedImages[level]->isAssociatedStorageValid(this);
- ASSERT(imageAssociationCorrect);
+ // Ensure that the Image is still associated with this TextureStorage.
+ mAssociatedImages[level]->verifyAssociatedStorageValid(this);
- if (imageAssociationCorrect)
- {
- // Force the image to recover from storage before its data is overwritten.
- // This will reset mAssociatedImages[level] to NULL too.
- gl::Error error = mAssociatedImages[level]->recoverFromAssociatedStorage();
- if (error.isError())
- {
- return error;
- }
- }
+ // 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 gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureStorage11_2D::getResource(ID3D11Resource **outResource)
+gl::Error TextureStorage11_2D::getResource(const gl::Context *context,
+ const TextureHelper11 **outResource)
{
if (mUseLevelZeroTexture && mMipLevels > 1)
{
- gl::Error error = ensureTextureExists(1);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(ensureTextureExists(1));
- *outResource = mLevelZeroTexture;
- return gl::Error(GL_NO_ERROR);
+ *outResource = &mLevelZeroTexture;
+ return gl::NoError();
}
- else
- {
- gl::Error error = ensureTextureExists(mMipLevels);
- if (error.isError())
- {
- return error;
- }
- *outResource = mTexture;
- return gl::Error(GL_NO_ERROR);
- }
+ ANGLE_TRY(ensureTextureExists(mMipLevels));
+
+ *outResource = &mTexture;
+ return gl::NoError();
}
-gl::Error TextureStorage11_2D::getMippedResource(ID3D11Resource **outResource)
+gl::Error 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->getWorkarounds().zeroMaxLodWorkaround);
- gl::Error error = ensureTextureExists(mMipLevels);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(ensureTextureExists(mMipLevels));
- *outResource = mTexture;
- return gl::Error(GL_NO_ERROR);
+ *outResource = &mTexture;
+ return gl::NoError();
}
gl::Error TextureStorage11_2D::ensureTextureExists(int mipLevels)
{
// If mMipLevels = 1 then always use mTexture rather than mLevelZeroTexture.
- bool useLevelZeroTexture = mRenderer->getWorkarounds().zeroMaxLodWorkaround ? (mipLevels == 1) && (mMipLevels > 1) : false;
- ID3D11Texture2D **outputTexture = useLevelZeroTexture ? &mLevelZeroTexture : &mTexture;
+ bool useLevelZeroTexture = mRenderer->getWorkarounds().zeroMaxLodWorkaround
+ ? (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 == NULL && mTextureWidth > 0 && mTextureHeight > 0)
+ if (!outputTexture->valid() && mTextureWidth > 0 && mTextureHeight > 0)
{
ASSERT(mipLevels > 0);
- ID3D11Device *device = mRenderer->getDevice();
-
D3D11_TEXTURE2D_DESC desc;
- desc.Width = mTextureWidth; // Compressed texture size constraints?
- desc.Height = mTextureHeight;
- desc.MipLevels = mipLevels;
- desc.ArraySize = 1;
- desc.Format = mTextureFormat;
- desc.SampleDesc.Count = 1;
+ desc.Width = mTextureWidth; // Compressed texture size constraints?
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mipLevels;
+ desc.ArraySize = 1;
+ desc.Format = mFormatInfo.texFormat;
+ desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = getBindFlags();
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = getMiscFlags();
-
- HRESULT result = device->CreateTexture2D(&desc, NULL, outputTexture);
-
- // this can happen from windows TDR
- if (d3d11::isDeviceLostError(result))
- {
- mRenderer->notifyDeviceLost();
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D texture storage, result: 0x%X.", result);
- }
- else if (FAILED(result))
- {
- ASSERT(result == E_OUTOFMEMORY);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D texture storage, result: 0x%X.", result);
- }
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = getMiscFlags();
- d3d11::SetDebugName(*outputTexture, "TexStorage2D.Texture");
+ ANGLE_TRY(mRenderer->allocateTexture(desc, mFormatInfo, outputTexture));
+ outputTexture->setDebugName("TexStorage2D.Texture");
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureStorage11_2D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+gl::Error TextureStorage11_2D::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
{
ASSERT(!index.hasLayer());
- int level = index.mipIndex;
+ const int level = index.mipIndex;
ASSERT(level >= 0 && level < getLevelCount());
- // In GL ES 2.0, the application can only render to level zero of the texture (Section 4.4.3 of the GLES 2.0 spec, page 113 of version 2.0.25).
- // Other parts of TextureStorage11_2D could create RTVs on non-zero levels of the texture (e.g. generateMipmap).
- // On Feature Level 9_3, this is unlikely to be useful. The renderer can't create SRVs on the individual levels of the texture,
- // so methods like generateMipmap can't do anything useful with non-zero-level RTVs.
- // Therefore if level > 0 on 9_3 then there's almost certainly something wrong.
- ASSERT(!(mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3 && level > 0));
-
- if (!mRenderTarget[level])
+ // 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])
{
- ID3D11Resource *texture = NULL;
- gl::Error error = getResource(&texture);
- if (error.isError())
- {
- return error;
- }
-
- ID3D11ShaderResourceView *srv = NULL;
- error = getSRVLevel(level, &srv);
- if (error.isError())
- {
- return error;
- }
-
- if (mUseLevelZeroTexture)
- {
- if (!mLevelZeroRenderTarget)
- {
- ID3D11Device *device = mRenderer->getDevice();
-
- D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
- rtvDesc.Texture2D.MipSlice = mTopLevel + level;
-
- ID3D11RenderTargetView *rtv;
- HRESULT result = device->CreateRenderTargetView(mLevelZeroTexture, &rtvDesc, &rtv);
+ *outRT = mRenderTarget[level].get();
+ return gl::NoError();
+ }
- if (result == E_OUTOFMEMORY)
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
- }
- ASSERT(SUCCEEDED(result));
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ ASSERT(index.mipIndex == 0);
+ ANGLE_TRY(useLevelZeroWorkaroundTexture(context, true));
+ }
- mLevelZeroRenderTarget = new TextureRenderTarget11(rtv, mLevelZeroTexture, NULL, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+ const TextureHelper11 *texture = nullptr;
+ ANGLE_TRY(getResource(context, &texture));
- // RenderTarget will take ownership of these resources
- SafeRelease(rtv);
- }
+ const d3d11::SharedSRV *srv = nullptr;
+ ANGLE_TRY(getSRVLevel(context, level, false, &srv));
- ASSERT(outRT);
- *outRT = mLevelZeroRenderTarget;
- return gl::Error(GL_NO_ERROR);
- }
+ const d3d11::SharedSRV *blitSRV = nullptr;
+ ANGLE_TRY(getSRVLevel(context, level, true, &blitSRV));
- if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ if (mUseLevelZeroTexture)
+ {
+ if (!mLevelZeroRenderTarget)
{
- ID3D11Device *device = mRenderer->getDevice();
-
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = mTopLevel + level;
- ID3D11RenderTargetView *rtv;
- HRESULT result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+ d3d11::RenderTargetView rtv;
+ ANGLE_TRY(mRenderer->allocateResource(rtvDesc, mLevelZeroTexture.get(), &rtv));
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
- }
-
- mRenderTarget[level] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
-
- // RenderTarget will take ownership of these resources
- SafeRelease(rtv);
+ mLevelZeroRenderTarget.reset(new TextureRenderTarget11(
+ std::move(rtv), mLevelZeroTexture, d3d11::SharedSRV(), d3d11::SharedSRV(),
+ mFormatInfo.internalFormat, getFormatSet(), getLevelWidth(level),
+ getLevelHeight(level), 1, 0));
}
- else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
- {
- ID3D11Device *device = mRenderer->getDevice();
- D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
- dsvDesc.Format = mDepthStencilFormat;
- dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
- dsvDesc.Texture2D.MipSlice = mTopLevel + level;
- dsvDesc.Flags = 0;
+ *outRT = mLevelZeroRenderTarget.get();
+ return gl::NoError();
+ }
- ID3D11DepthStencilView *dsv;
- HRESULT result = device->CreateDepthStencilView(texture, &dsvDesc, &dsv);
+ 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;
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY,"Failed to create internal depth stencil view for texture storage, result: 0x%X.", result);
- }
+ d3d11::RenderTargetView rtv;
+ ANGLE_TRY(mRenderer->allocateResource(rtvDesc, texture->get(), &rtv));
- mRenderTarget[level] = new TextureRenderTarget11(dsv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+ mRenderTarget[level].reset(new TextureRenderTarget11(
+ std::move(rtv), *texture, *srv, *blitSRV, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(level), getLevelHeight(level), 1, 0));
- // RenderTarget will take ownership of these resources
- SafeRelease(dsv);
- }
- else
- {
- UNREACHABLE();
- }
+ *outRT = mRenderTarget[level].get();
+ return gl::NoError();
}
- ASSERT(outRT);
- *outRT = mRenderTarget[level];
- return gl::Error(GL_NO_ERROR);
+ 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(dsvDesc, texture->get(), &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 gl::NoError();
}
-gl::Error TextureStorage11_2D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
- ID3D11ShaderResourceView **outSRV) const
+gl::Error TextureStorage11_2D::createSRV(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.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = mTopLevel + baseLevel;
- srvDesc.Texture2D.MipLevels = mipLevels;
+ srvDesc.Texture2D.MipLevels = mipLevels;
- ID3D11Resource *srvTexture = texture;
+ const TextureHelper11 *srvTexture = &texture;
if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
ASSERT(mTopLevel == 0);
ASSERT(baseLevel == 0);
- // This code also assumes that the incoming texture equals either mLevelZeroTexture or mTexture.
+ // This code also assumes that the incoming texture equals either mLevelZeroTexture or
+ // mTexture.
if (mipLevels == 1 && mMipLevels > 1)
{
// We must use a SRV on the level-zero-only texture.
- ASSERT(mLevelZeroTexture != NULL && texture == mLevelZeroTexture);
- srvTexture = mLevelZeroTexture;
+ ANGLE_TRY(ensureTextureExists(1));
+ srvTexture = &mLevelZeroTexture;
}
else
{
ASSERT(mipLevels == static_cast<int>(mMipLevels));
- ASSERT(mTexture != NULL && texture == mTexture);
- srvTexture = mTexture;
+ ASSERT(mTexture.valid() && texture == mTexture);
+ srvTexture = &mTexture;
}
}
- ID3D11Device *device = mRenderer->getDevice();
- HRESULT result = device->CreateShaderResourceView(srvTexture, &srvDesc, outSRV);
-
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
- }
-
- d3d11::SetDebugName(*outSRV, "TexStorage2D.SRV");
+ ANGLE_TRY(mRenderer->allocateResource(srvDesc, srvTexture->get(), outSRV));
+ outSRV->setDebugName("TexStorage2D.SRV");
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureStorage11_2D::getSwizzleTexture(ID3D11Resource **outTexture)
+gl::Error TextureStorage11_2D::getSwizzleTexture(const TextureHelper11 **outTexture)
{
ASSERT(outTexture);
- if (!mSwizzleTexture)
+ if (!mSwizzleTexture.valid())
{
- ID3D11Device *device = mRenderer->getDevice();
+ 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 = mSwizzleTextureFormat;
- desc.SampleDesc.Count = 1;
+ 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;
-
- HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
-
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
- }
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
- d3d11::SetDebugName(mSwizzleTexture, "TexStorage2D.SwizzleTexture");
+ ANGLE_TRY(mRenderer->allocateTexture(desc, format, &mSwizzleTexture));
+ mSwizzleTexture.setDebugName("TexStorage2D.SwizzleTexture");
}
- *outTexture = mSwizzleTexture;
- return gl::Error(GL_NO_ERROR);
+ *outTexture = &mSwizzleTexture;
+ return gl::NoError();
}
-gl::Error TextureStorage11_2D::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+gl::Error TextureStorage11_2D::getSwizzleRenderTarget(int mipLevel,
+ const d3d11::RenderTargetView **outRTV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ASSERT(outRTV);
- if (!mSwizzleRenderTargets[mipLevel])
+ if (!mSwizzleRenderTargets[mipLevel].valid())
{
- ID3D11Resource *swizzleTexture = NULL;
- gl::Error error = getSwizzleTexture(&swizzleTexture);
- if (error.isError())
- {
- return error;
- }
-
- ID3D11Device *device = mRenderer->getDevice();
+ const TextureHelper11 *swizzleTexture = nullptr;
+ ANGLE_TRY(getSwizzleTexture(&swizzleTexture));
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mSwizzleRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Format =
+ mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = mTopLevel + mipLevel;
- HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
-
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
- }
+ ANGLE_TRY(mRenderer->allocateResource(rtvDesc, mSwizzleTexture.get(),
+ &mSwizzleRenderTargets[mipLevel]));
}
- *outRTV = mSwizzleRenderTargets[mipLevel];
- return gl::Error(GL_NO_ERROR);
+ *outRTV = &mSwizzleRenderTargets[mipLevel];
+ return gl::NoError();
}
-TextureStorage11_EGLImage::TextureStorage11_EGLImage(Renderer11 *renderer, EGLImageD3D *eglImage)
- : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, 0),
- mImage(eglImage),
- mCurrentRenderTarget(0),
- mSwizzleTexture(nullptr),
- mSwizzleRenderTargets(gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS, nullptr)
+gl::ErrorOrResult<TextureStorage11::DropStencil> TextureStorage11_2D::ensureDropStencilTexture(
+ const gl::Context *context)
{
- RenderTargetD3D *renderTargetD3D = nullptr;
- mImage->getRenderTarget(&renderTargetD3D);
- RenderTarget11 *renderTarget11 = GetAs<RenderTarget11>(renderTargetD3D);
- mCurrentRenderTarget = reinterpret_cast<uintptr_t>(renderTarget11);
-
- mMipLevels = 1;
- mTextureFormat = renderTarget11->getDXGIFormat();
- mTextureWidth = renderTarget11->getWidth();
- mTextureHeight = renderTarget11->getHeight();
- mTextureDepth = 1;
- mInternalFormat = renderTarget11->getInternalFormat();
-
- ID3D11ShaderResourceView *srv = renderTarget11->getShaderResourceView();
- D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
- srv->GetDesc(&srvDesc);
- mShaderResourceFormat = srvDesc.Format;
-
- ID3D11RenderTargetView *rtv = renderTarget11->getRenderTargetView();
- if (rtv != nullptr)
- {
- D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtv->GetDesc(&rtvDesc);
- mRenderTargetFormat = rtvDesc.Format;
- }
- else
+ if (mDropStencilTexture.valid())
{
- mRenderTargetFormat = DXGI_FORMAT_UNKNOWN;
+ return DropStencil::ALREADY_EXISTS;
}
- ID3D11DepthStencilView *dsv = renderTarget11->getDepthStencilView();
- if (dsv != nullptr)
- {
- D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
- dsv->GetDesc(&dsvDesc);
- mDepthStencilFormat = dsvDesc.Format;
- }
- else
- {
- mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
- }
+ 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(dropDesc, format, &mDropStencilTexture));
+ mDropStencilTexture.setDebugName("TexStorage2D.DropStencil");
- const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat);
- const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(
- dxgiFormatInfo.internalFormat, mRenderer->getRenderer11DeviceCaps());
- mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
- mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
- mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
+ ANGLE_TRY(initDropStencilTexture(context, gl::ImageIndexIterator::Make2D(0, mMipLevels)));
+
+ return DropStencil::CREATED;
}
-TextureStorage11_EGLImage::~TextureStorage11_EGLImage()
+TextureStorage11_External::TextureStorage11_External(
+ Renderer11 *renderer,
+ egl::Stream *stream,
+ const egl::Stream::GLTextureDescription &glDesc)
+ : TextureStorage11(renderer, D3D11_BIND_SHADER_RESOURCE, 0, glDesc.internalFormat)
{
- SafeRelease(mSwizzleTexture);
- for (size_t i = 0; i < mSwizzleRenderTargets.size(); i++)
- {
- SafeRelease(mSwizzleRenderTargets[i]);
- }
+ ASSERT(stream->getProducerType() == egl::Stream::ProducerType::D3D11TextureNV12);
+ StreamProducerNV12 *producer = static_cast<StreamProducerNV12 *>(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;
}
-gl::Error TextureStorage11_EGLImage::getResource(ID3D11Resource **outResource)
+gl::Error TextureStorage11_External::onDestroy(const gl::Context *context)
{
- gl::Error error = checkForUpdatedRenderTarget();
- if (error.isError())
+ if (mHasKeyedMutex)
{
- return error;
+ // If the keyed mutex is released that will unbind it and cause the state cache to become
+ // desynchronized.
+ mRenderer->getStateManager()->invalidateBoundViews();
}
- RenderTarget11 *renderTarget11 = nullptr;
- error = getImageRenderTarget(&renderTarget11);
- if (error.isError())
- {
- return error;
- }
+ return gl::NoError();
+}
+
+TextureStorage11_External::~TextureStorage11_External()
+{
+}
+
+gl::Error TextureStorage11_External::copyToStorage(const gl::Context *context,
+ TextureStorage *destStorage)
+{
+ UNIMPLEMENTED();
+ return gl::NoError();
+}
- *outResource = renderTarget11->getTexture();
- return gl::Error(GL_NO_ERROR);
+void TextureStorage11_External::associateImage(Image11 *image, const gl::ImageIndex &index)
+{
+ ASSERT(index.mipIndex == 0);
+ mAssociatedImage = image;
+}
+
+void TextureStorage11_External::verifyAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
+{
+ ASSERT(index.mipIndex == 0 && mAssociatedImage == expectedImage);
}
-gl::Error TextureStorage11_EGLImage::getSRV(const gl::TextureState &textureState,
- ID3D11ShaderResourceView **outSRV)
+void TextureStorage11_External::disassociateImage(const gl::ImageIndex &index,
+ Image11 *expectedImage)
{
- gl::Error error = checkForUpdatedRenderTarget();
- if (error.isError())
+ ASSERT(index.mipIndex == 0);
+ ASSERT(mAssociatedImage == expectedImage);
+ mAssociatedImage = nullptr;
+}
+
+gl::Error TextureStorage11_External::releaseAssociatedImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ Image11 *incomingImage)
+{
+ ASSERT(index.mipIndex == 0);
+
+ if (mAssociatedImage != nullptr && mAssociatedImage != incomingImage)
{
- return error;
+ mAssociatedImage->verifyAssociatedStorageValid(this);
+
+ ANGLE_TRY(mAssociatedImage->recoverFromAssociatedStorage(context));
}
- return TextureStorage11::getSRV(textureState, outSRV);
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_External::getResource(const gl::Context *context,
+ const TextureHelper11 **outResource)
+{
+ *outResource = &mTexture;
+ return gl::NoError();
}
-gl::Error TextureStorage11_EGLImage::getMippedResource(ID3D11Resource **)
+gl::Error TextureStorage11_External::getMippedResource(const gl::Context *context,
+ const TextureHelper11 **outResource)
+{
+ *outResource = &mTexture;
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_External::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
+{
+ // Render targets are not supported for external textures
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+gl::Error TextureStorage11_External::createSRV(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(srvDesc, texture.get(), outSRV));
+ outSRV->setDebugName("TexStorage2D.SRV");
+
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_External::getSwizzleTexture(const TextureHelper11 **outTexture)
+{
+ UNIMPLEMENTED();
+ return gl::InternalError();
+}
+
+gl::Error TextureStorage11_External::getSwizzleRenderTarget(int mipLevel,
+ const d3d11::RenderTargetView **outRTV)
+{
+ UNIMPLEMENTED();
+ return gl::InternalError();
+}
+
+TextureStorage11_EGLImage::TextureStorage11_EGLImage(Renderer11 *renderer,
+ EGLImageD3D *eglImage,
+ RenderTarget11 *renderTarget11)
+ : TextureStorage11(renderer,
+ D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE,
+ 0,
+ renderTarget11->getInternalFormat()),
+ mImage(eglImage),
+ mCurrentRenderTarget(0),
+ mSwizzleTexture(),
+ 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()
+{
+}
+
+gl::Error 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 gl::NoError();
+}
+
+gl::Error TextureStorage11_EGLImage::getSRV(const gl::Context *context,
+ const gl::TextureState &textureState,
+ const d3d11::SharedSRV **outSRV)
+{
+ ANGLE_TRY(checkForUpdatedRenderTarget(context));
+ return TextureStorage11::getSRV(context, textureState, outSRV);
+}
+
+gl::Error 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.
UNREACHABLE();
- return gl::Error(GL_INVALID_OPERATION);
+ return gl::InternalError();
}
-gl::Error TextureStorage11_EGLImage::getRenderTarget(const gl::ImageIndex &index,
+gl::Error TextureStorage11_EGLImage::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
RenderTargetD3D **outRT)
{
ASSERT(!index.hasLayer());
ASSERT(index.mipIndex == 0);
- UNUSED_ASSERTION_VARIABLE(index);
- gl::Error error = checkForUpdatedRenderTarget();
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(checkForUpdatedRenderTarget(context));
- return mImage->getRenderTarget(outRT);
+ return mImage->getRenderTarget(context, outRT);
}
-gl::Error TextureStorage11_EGLImage::copyToStorage(TextureStorage *destStorage)
+gl::Error TextureStorage11_EGLImage::copyToStorage(const gl::Context *context,
+ TextureStorage *destStorage)
{
- ID3D11Resource *sourceResouce = nullptr;
- gl::Error error = getResource(&sourceResouce);
- if (error.isError())
- {
- return error;
- }
+ const TextureHelper11 *sourceResouce = nullptr;
+ ANGLE_TRY(getResource(context, &sourceResouce));
ASSERT(destStorage);
TextureStorage11_2D *dest11 = GetAs<TextureStorage11_2D>(destStorage);
- ID3D11Resource *destResource = nullptr;
- error = dest11->getResource(&destResource);
- if (error.isError())
- {
- return error;
- }
+ const TextureHelper11 *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(context, &destResource));
ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
- immediateContext->CopyResource(destResource, sourceResouce);
+ immediateContext->CopyResource(destResource->get(), sourceResouce->get());
- dest11->invalidateSwizzleCache();
+ dest11->markDirty();
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
void TextureStorage11_EGLImage::associateImage(Image11 *, const gl::ImageIndex &)
@@ -1508,36 +1530,37 @@ void TextureStorage11_EGLImage::disassociateImage(const gl::ImageIndex &, Image1
{
}
-bool TextureStorage11_EGLImage::isAssociatedImageValid(const gl::ImageIndex &, Image11 *)
+void TextureStorage11_EGLImage::verifyAssociatedImageValid(const gl::ImageIndex &, Image11 *)
{
- return false;
}
-gl::Error TextureStorage11_EGLImage::releaseAssociatedImage(const gl::ImageIndex &, Image11 *)
+gl::Error TextureStorage11_EGLImage::releaseAssociatedImage(const gl::Context *context,
+ const gl::ImageIndex &,
+ Image11 *)
{
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureStorage11_EGLImage::useLevelZeroWorkaroundTexture(bool)
+gl::Error TextureStorage11_EGLImage::useLevelZeroWorkaroundTexture(const gl::Context *context, bool)
{
UNREACHABLE();
- return gl::Error(GL_INVALID_OPERATION);
+ return gl::InternalError();
}
-gl::Error TextureStorage11_EGLImage::getSwizzleTexture(ID3D11Resource **outTexture)
+gl::Error TextureStorage11_EGLImage::getSwizzleTexture(const TextureHelper11 **outTexture)
{
ASSERT(outTexture);
- if (!mSwizzleTexture)
+ if (!mSwizzleTexture.valid())
{
- ID3D11Device *device = mRenderer->getDevice();
+ 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 = mSwizzleTextureFormat;
+ desc.Format = format.texFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
@@ -1545,68 +1568,43 @@ gl::Error TextureStorage11_EGLImage::getSwizzleTexture(ID3D11Resource **outTextu
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
- HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
-
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY,
- "Failed to create internal swizzle texture, result: 0x%X.", result);
- }
-
- d3d11::SetDebugName(mSwizzleTexture, "TexStorageEGLImage.SwizzleTexture");
+ ANGLE_TRY(mRenderer->allocateTexture(desc, format, &mSwizzleTexture));
+ mSwizzleTexture.setDebugName("TexStorageEGLImage.SwizzleTexture");
}
- *outTexture = mSwizzleTexture;
- return gl::Error(GL_NO_ERROR);
+ *outTexture = &mSwizzleTexture;
+ return gl::NoError();
}
gl::Error TextureStorage11_EGLImage::getSwizzleRenderTarget(int mipLevel,
- ID3D11RenderTargetView **outRTV)
+ const d3d11::RenderTargetView **outRTV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ASSERT(outRTV);
- if (!mSwizzleRenderTargets[mipLevel])
+ if (!mSwizzleRenderTargets[mipLevel].valid())
{
- ID3D11Resource *swizzleTexture = NULL;
- gl::Error error = getSwizzleTexture(&swizzleTexture);
- if (error.isError())
- {
- return error;
- }
-
- ID3D11Device *device = mRenderer->getDevice();
+ const TextureHelper11 *swizzleTexture = nullptr;
+ ANGLE_TRY(getSwizzleTexture(&swizzleTexture));
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mSwizzleRenderTargetFormat;
+ rtvDesc.Format =
+ mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = mTopLevel + mipLevel;
- HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc,
- &mSwizzleRenderTargets[mipLevel]);
-
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY,
- "Failed to create internal swizzle render target view, result: 0x%X.",
- result);
- }
+ ANGLE_TRY(mRenderer->allocateResource(rtvDesc, mSwizzleTexture.get(),
+ &mSwizzleRenderTargets[mipLevel]));
}
- *outRTV = mSwizzleRenderTargets[mipLevel];
- return gl::Error(GL_NO_ERROR);
+ *outRTV = &mSwizzleRenderTargets[mipLevel];
+ return gl::NoError();
}
-gl::Error TextureStorage11_EGLImage::checkForUpdatedRenderTarget()
+gl::Error TextureStorage11_EGLImage::checkForUpdatedRenderTarget(const gl::Context *context)
{
RenderTarget11 *renderTarget11 = nullptr;
- gl::Error error = getImageRenderTarget(&renderTarget11);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(getImageRenderTarget(context, &renderTarget11));
if (mCurrentRenderTarget != reinterpret_cast<uintptr_t>(renderTarget11))
{
@@ -1614,14 +1612,15 @@ gl::Error TextureStorage11_EGLImage::checkForUpdatedRenderTarget()
mCurrentRenderTarget = reinterpret_cast<uintptr_t>(renderTarget11);
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureStorage11_EGLImage::createSRV(int baseLevel,
+gl::Error TextureStorage11_EGLImage::createSRV(const gl::Context *context,
+ int baseLevel,
int mipLevels,
DXGI_FORMAT format,
- ID3D11Resource *texture,
- ID3D11ShaderResourceView **outSRV) const
+ const TextureHelper11 &texture,
+ d3d11::SharedSRV *outSRV)
{
ASSERT(baseLevel == 0);
ASSERT(mipLevels == 1);
@@ -1637,163 +1636,129 @@ gl::Error TextureStorage11_EGLImage::createSRV(int baseLevel,
srvDesc.Texture2D.MostDetailedMip = mTopLevel + baseLevel;
srvDesc.Texture2D.MipLevels = mipLevels;
- ID3D11Device *device = mRenderer->getDevice();
- HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV);
-
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY,
- "Failed to create internal texture storage SRV, result: 0x%X.",
- result);
- }
-
- d3d11::SetDebugName(*outSRV, "TexStorageEGLImage.SRV");
+ ANGLE_TRY(mRenderer->allocateResource(srvDesc, texture.get(), outSRV));
+ outSRV->setDebugName("TexStorageEGLImage.SRV");
}
else
{
RenderTarget11 *renderTarget = nullptr;
- gl::Error error = getImageRenderTarget(&renderTarget);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(getImageRenderTarget(context, &renderTarget));
ASSERT(texture == renderTarget->getTexture());
- *outSRV = renderTarget->getShaderResourceView();
- (*outSRV)->AddRef();
+ *outSRV = renderTarget->getShaderResourceView().makeCopy();
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureStorage11_EGLImage::getImageRenderTarget(RenderTarget11 **outRT) const
+gl::Error TextureStorage11_EGLImage::getImageRenderTarget(const gl::Context *context,
+ RenderTarget11 **outRT) const
{
RenderTargetD3D *renderTargetD3D = nullptr;
- gl::Error error = mImage->getRenderTarget(&renderTargetD3D);
- if (error.isError())
- {
- return error;
- }
-
+ ANGLE_TRY(mImage->getRenderTarget(context, &renderTargetD3D));
*outRT = GetAs<RenderTarget11>(renderTargetD3D);
- return gl::Error(GL_NO_ERROR);
-}
-
-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))
+ return gl::NoError();
+}
+
+TextureStorage11_Cube::TextureStorage11_Cube(Renderer11 *renderer,
+ GLenum internalformat,
+ bool renderTarget,
+ int size,
+ int levels,
+ bool hintLevelZeroOnly)
+ : TextureStorage11(
+ renderer,
+ GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
+ GetTextureMiscFlags(internalformat,
+ renderer->getRenderer11DeviceCaps(),
+ renderTarget,
+ levels),
+ internalformat),
+ mTexture(),
+ mLevelZeroTexture(),
+ mUseLevelZeroTexture(hintLevelZeroOnly && levels > 1),
+ mSwizzleTexture()
{
- mTexture = NULL;
- mSwizzleTexture = NULL;
-
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
- mSwizzleRenderTargets[level] = NULL;
- for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ for (unsigned int face = 0; face < gl::CUBE_FACE_COUNT; face++)
{
- mAssociatedImages[face][level] = NULL;
- mRenderTarget[face][level] = NULL;
+ mAssociatedImages[face][level] = nullptr;
+ mRenderTarget[face][level] = nullptr;
}
}
- mLevelZeroTexture = NULL;
- mUseLevelZeroTexture = false;
-
- for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ for (unsigned int face = 0; face < gl::CUBE_FACE_COUNT; face++)
{
- mLevelZeroRenderTarget[face] = NULL;
+ mLevelZeroRenderTarget[face] = nullptr;
}
- mInternalFormat = internalformat;
-
- const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getRenderer11DeviceCaps());
- mTextureFormat = formatInfo.texFormat;
- mShaderResourceFormat = formatInfo.srvFormat;
- mDepthStencilFormat = formatInfo.dsvFormat;
- mRenderTargetFormat = formatInfo.rtvFormat;
- mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
- mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
- mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
-
// adjust size if needed for compressed textures
int height = size;
- d3d11::MakeValidSize(false, mTextureFormat, &size, &height, &mTopLevel);
+ d3d11::MakeValidSize(false, mFormatInfo.texFormat, &size, &height, &mTopLevel);
- mMipLevels = mTopLevel + levels;
- mTextureWidth = size;
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = size;
mTextureHeight = size;
- mTextureDepth = 1;
+ mTextureDepth = 1;
- if (hintLevelZeroOnly && levels > 1)
- {
- //The LevelZeroOnly hint should only be true if the zero max LOD workaround is active.
- ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);
- mUseLevelZeroTexture = true;
- }
+ // The LevelZeroOnly hint should only be true if the zero max LOD workaround is active.
+ ASSERT(!mUseLevelZeroTexture || mRenderer->getWorkarounds().zeroMaxLodWorkaround);
}
-TextureStorage11_Cube::~TextureStorage11_Cube()
+gl::Error 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 < CUBE_FACE_COUNT; face++)
+ for (unsigned int face = 0; face < gl::CUBE_FACE_COUNT; face++)
{
- if (mAssociatedImages[face][level] != NULL)
+ if (mAssociatedImages[face][level] != nullptr)
{
- bool imageAssociationCorrect = mAssociatedImages[face][level]->isAssociatedStorageValid(this);
- ASSERT(imageAssociationCorrect);
-
- if (imageAssociationCorrect)
- {
- // We must let the Images recover their data before we delete it from the TextureStorage.
- mAssociatedImages[face][level]->recoverFromAssociatedStorage();
- }
+ 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));
}
}
}
- SafeRelease(mTexture);
- SafeRelease(mSwizzleTexture);
- SafeRelease(mLevelZeroTexture);
-
- for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ for (auto &faceRenderTargets : mRenderTarget)
{
- SafeDelete(mLevelZeroRenderTarget[face]);
+ InvalidateRenderTargetContainer(context, &faceRenderTargets);
}
+ InvalidateRenderTargetContainer(context, &mLevelZeroRenderTarget);
- for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
- {
- SafeRelease(mSwizzleRenderTargets[level]);
- for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
- {
- SafeDelete(mRenderTarget[face][level]);
- }
- }
+ return gl::NoError();
+}
+
+TextureStorage11_Cube::~TextureStorage11_Cube()
+{
}
UINT TextureStorage11_Cube::getSubresourceIndex(const gl::ImageIndex &index) const
{
- if (mRenderer->getWorkarounds().zeroMaxLodWorkaround && mUseLevelZeroTexture && index.mipIndex == 0)
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround && mUseLevelZeroTexture &&
+ index.mipIndex == 0)
{
- UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
+ UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
UINT subresource = D3D11CalcSubresource(0, arraySlice, 1);
ASSERT(subresource != std::numeric_limits<UINT>::max());
return subresource;
}
else
{
- UINT mipSlice = static_cast<UINT>(index.mipIndex + mTopLevel);
- UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
+ UINT mipSlice = static_cast<UINT>(index.mipIndex + mTopLevel);
+ UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
UINT subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
ASSERT(subresource != std::numeric_limits<UINT>::max());
return subresource;
}
}
-gl::Error TextureStorage11_Cube::copyToStorage(TextureStorage *destStorage)
+gl::Error TextureStorage11_Cube::copyToStorage(const gl::Context *context,
+ TextureStorage *destStorage)
{
ASSERT(destStorage);
@@ -1803,87 +1768,63 @@ gl::Error TextureStorage11_Cube::copyToStorage(TextureStorage *destStorage)
{
ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
- // If either mTexture or mLevelZeroTexture exist, then we need to copy them into the corresponding textures in destStorage.
- if (mTexture)
+ // If either mTexture or mLevelZeroTexture exist, then we need to copy them into the
+ // corresponding textures in destStorage.
+ if (mTexture.valid())
{
- gl::Error error = dest11->useLevelZeroWorkaroundTexture(false);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(context, false));
- ID3D11Resource *destResource = NULL;
- error = dest11->getResource(&destResource);
- if (error.isError())
- {
- return error;
- }
+ const TextureHelper11 *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(context, &destResource));
- immediateContext->CopyResource(destResource, mTexture);
+ immediateContext->CopyResource(destResource->get(), mTexture.get());
}
- if (mLevelZeroTexture)
+ if (mLevelZeroTexture.valid())
{
- gl::Error error = dest11->useLevelZeroWorkaroundTexture(true);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(context, true));
- ID3D11Resource *destResource = NULL;
- error = dest11->getResource(&destResource);
- if (error.isError())
- {
- return error;
- }
+ const TextureHelper11 *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(context, &destResource));
- immediateContext->CopyResource(destResource, mLevelZeroTexture);
+ immediateContext->CopyResource(destResource->get(), mLevelZeroTexture.get());
}
}
else
{
- ID3D11Resource *sourceResouce = NULL;
- gl::Error error = getResource(&sourceResouce);
- if (error.isError())
- {
- return error;
- }
+ const TextureHelper11 *sourceResouce = nullptr;
+ ANGLE_TRY(getResource(context, &sourceResouce));
- ID3D11Resource *destResource = NULL;
- error = dest11->getResource(&destResource);
- if (error.isError())
- {
- return error;
- }
+ const TextureHelper11 *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(context, &destResource));
ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
- immediateContext->CopyResource(destResource, sourceResouce);
+ immediateContext->CopyResource(destResource->get(), sourceResouce->get());
}
- dest11->invalidateSwizzleCache();
+ dest11->markDirty();
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureStorage11_Cube::useLevelZeroWorkaroundTexture(bool useLevelZeroTexture)
+gl::Error TextureStorage11_Cube::useLevelZeroWorkaroundTexture(const gl::Context *context,
+ bool useLevelZeroTexture)
{
if (useLevelZeroTexture && mMipLevels > 1)
{
- if (!mUseLevelZeroTexture && mTexture)
+ if (!mUseLevelZeroTexture && mTexture.valid())
{
- gl::Error error = ensureTextureExists(1);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(ensureTextureExists(1));
// Pull data back from the mipped texture if necessary.
- ASSERT(mLevelZeroTexture);
- ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ ASSERT(mLevelZeroTexture.valid());
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
for (int face = 0; face < 6; face++)
{
- context->CopySubresourceRegion(mLevelZeroTexture, D3D11CalcSubresource(0, face, 1), 0, 0, 0, mTexture, face * mMipLevels, NULL);
+ deviceContext->CopySubresourceRegion(mLevelZeroTexture.get(),
+ D3D11CalcSubresource(0, face, 1), 0, 0, 0,
+ mTexture.get(), face * mMipLevels, nullptr);
}
}
@@ -1891,346 +1832,286 @@ gl::Error TextureStorage11_Cube::useLevelZeroWorkaroundTexture(bool useLevelZero
}
else
{
- if (mUseLevelZeroTexture && mLevelZeroTexture)
+ if (mUseLevelZeroTexture && mLevelZeroTexture.valid())
{
- gl::Error error = ensureTextureExists(mMipLevels);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(ensureTextureExists(mMipLevels));
// Pull data back from the level zero texture if necessary.
- ASSERT(mTexture);
- ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ ASSERT(mTexture.valid());
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
for (int face = 0; face < 6; face++)
{
- context->CopySubresourceRegion(mTexture, D3D11CalcSubresource(0, face, mMipLevels), 0, 0, 0, mLevelZeroTexture, face, NULL);
+ deviceContext->CopySubresourceRegion(mTexture.get(),
+ D3D11CalcSubresource(0, face, mMipLevels), 0,
+ 0, 0, mLevelZeroTexture.get(), face, nullptr);
}
}
mUseLevelZeroTexture = false;
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-void TextureStorage11_Cube::associateImage(Image11* image, const gl::ImageIndex &index)
+void TextureStorage11_Cube::associateImage(Image11 *image, const gl::ImageIndex &index)
{
- GLint level = index.mipIndex;
- GLint layerTarget = index.layerIndex;
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
- ASSERT(0 <= layerTarget && layerTarget < CUBE_FACE_COUNT);
+ ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::CUBE_FACE_COUNT));
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
- if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
+ if (0 <= layerTarget && layerTarget < static_cast<GLint>(gl::CUBE_FACE_COUNT))
{
mAssociatedImages[layerTarget][level] = image;
}
}
}
-bool TextureStorage11_Cube::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
+void TextureStorage11_Cube::verifyAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
{
- GLint level = index.mipIndex;
- GLint layerTarget = index.layerIndex;
-
- if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
- {
- if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
- {
- // This validation check should never return false. It means the Image/TextureStorage association is broken.
- bool retValue = (mAssociatedImages[layerTarget][level] == expectedImage);
- ASSERT(retValue);
- return retValue;
- }
- }
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
- return false;
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::CUBE_FACE_COUNT));
+ // This validation check should never return false. It means the Image/TextureStorage
+ // association is broken.
+ ASSERT(mAssociatedImages[layerTarget][level] == expectedImage);
}
// disassociateImage allows an Image to end its association with a Storage.
-void TextureStorage11_Cube::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
+void TextureStorage11_Cube::disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage)
{
- GLint level = index.mipIndex;
- GLint layerTarget = index.layerIndex;
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
- ASSERT(0 <= layerTarget && layerTarget < CUBE_FACE_COUNT);
-
- if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
- {
- if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
- {
- ASSERT(mAssociatedImages[layerTarget][level] == expectedImage);
-
- if (mAssociatedImages[layerTarget][level] == expectedImage)
- {
- mAssociatedImages[layerTarget][level] = NULL;
- }
- }
- }
+ ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::CUBE_FACE_COUNT));
+ ASSERT(mAssociatedImages[layerTarget][level] == expectedImage);
+ mAssociatedImages[layerTarget][level] = nullptr;
}
-// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
-gl::Error TextureStorage11_Cube::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image
+// recover its data before ending the association.
+gl::Error TextureStorage11_Cube::releaseAssociatedImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ Image11 *incomingImage)
{
- GLint level = index.mipIndex;
- GLint layerTarget = index.layerIndex;
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
- ASSERT(0 <= layerTarget && layerTarget < CUBE_FACE_COUNT);
+ ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::CUBE_FACE_COUNT));
if ((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS))
{
- if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
+ if (0 <= layerTarget && layerTarget < static_cast<GLint>(gl::CUBE_FACE_COUNT))
{
// No need to let the old Image recover its data, if it is also the incoming Image.
- if (mAssociatedImages[layerTarget][level] != NULL && mAssociatedImages[layerTarget][level] != incomingImage)
+ if (mAssociatedImages[layerTarget][level] != nullptr &&
+ mAssociatedImages[layerTarget][level] != incomingImage)
{
- // Ensure that the Image is still associated with this TextureStorage. This should be true.
- bool imageAssociationCorrect = mAssociatedImages[layerTarget][level]->isAssociatedStorageValid(this);
- ASSERT(imageAssociationCorrect);
-
- if (imageAssociationCorrect)
- {
- // Force the image to recover from storage before its data is overwritten.
- // This will reset mAssociatedImages[level] to NULL too.
- gl::Error error = mAssociatedImages[layerTarget][level]->recoverFromAssociatedStorage();
- if (error.isError())
- {
- return error;
- }
- }
+ // 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 gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureStorage11_Cube::getResource(ID3D11Resource **outResource)
+gl::Error TextureStorage11_Cube::getResource(const gl::Context *context,
+ const TextureHelper11 **outResource)
{
if (mUseLevelZeroTexture && mMipLevels > 1)
{
- gl::Error error = ensureTextureExists(1);
- if (error.isError())
- {
- return error;
- }
-
- *outResource = mLevelZeroTexture;
- return gl::Error(GL_NO_ERROR);
+ ANGLE_TRY(ensureTextureExists(1));
+ *outResource = &mLevelZeroTexture;
+ return gl::NoError();
}
else
{
- gl::Error error = ensureTextureExists(mMipLevels);
- if (error.isError())
- {
- return error;
- }
-
- *outResource = mTexture;
- return gl::Error(GL_NO_ERROR);
+ ANGLE_TRY(ensureTextureExists(mMipLevels));
+ *outResource = &mTexture;
+ return gl::NoError();
}
}
-gl::Error TextureStorage11_Cube::getMippedResource(ID3D11Resource **outResource)
+gl::Error 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->getWorkarounds().zeroMaxLodWorkaround);
- gl::Error error = ensureTextureExists(mMipLevels);
- if (error.isError())
- {
- return error;
- }
-
- *outResource = mTexture;
- return gl::Error(GL_NO_ERROR);
+ ANGLE_TRY(ensureTextureExists(mMipLevels));
+ *outResource = &mTexture;
+ return gl::NoError();
}
gl::Error TextureStorage11_Cube::ensureTextureExists(int mipLevels)
{
// If mMipLevels = 1 then always use mTexture rather than mLevelZeroTexture.
- bool useLevelZeroTexture = mRenderer->getWorkarounds().zeroMaxLodWorkaround ? (mipLevels == 1) && (mMipLevels > 1) : false;
- ID3D11Texture2D **outputTexture = useLevelZeroTexture ? &mLevelZeroTexture : &mTexture;
+ bool useLevelZeroTexture = mRenderer->getWorkarounds().zeroMaxLodWorkaround
+ ? (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 == NULL && mTextureWidth > 0 && mTextureHeight > 0)
+ if (!outputTexture->valid() && mTextureWidth > 0 && mTextureHeight > 0)
{
ASSERT(mMipLevels > 0);
- ID3D11Device *device = mRenderer->getDevice();
-
D3D11_TEXTURE2D_DESC desc;
- desc.Width = mTextureWidth;
- desc.Height = mTextureHeight;
- desc.MipLevels = mipLevels;
- desc.ArraySize = CUBE_FACE_COUNT;
- desc.Format = mTextureFormat;
- desc.SampleDesc.Count = 1;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mipLevels;
+ desc.ArraySize = gl::CUBE_FACE_COUNT;
+ desc.Format = mFormatInfo.texFormat;
+ desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = getBindFlags();
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE | getMiscFlags();
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE | getMiscFlags();
- HRESULT result = device->CreateTexture2D(&desc, NULL, outputTexture);
+ ANGLE_TRY(mRenderer->allocateTexture(desc, mFormatInfo, outputTexture));
+ outputTexture->setDebugName("TexStorageCube.Texture");
+ }
- // this can happen from windows TDR
- if (d3d11::isDeviceLostError(result))
- {
- mRenderer->notifyDeviceLost();
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create cube texture storage, result: 0x%X.", result);
- }
- else if (FAILED(result))
- {
- ASSERT(result == E_OUTOFMEMORY);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create cube texture storage, result: 0x%X.", result);
- }
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_Cube::createRenderTargetSRV(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.mipIndex;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = index.layerIndex;
+ srvDesc.Texture2DArray.ArraySize = 1;
- d3d11::SetDebugName(*outputTexture, "TexStorageCube.Texture");
+ 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;
}
- return gl::Error(GL_NO_ERROR);
+ ANGLE_TRY(mRenderer->allocateResource(srvDesc, texture.get(), srv));
+ return gl::NoError();
}
-gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+gl::Error TextureStorage11_Cube::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
{
- int faceIndex = index.layerIndex;
- int level = index.mipIndex;
+ const int faceIndex = index.layerIndex;
+ const int level = index.mipIndex;
ASSERT(level >= 0 && level < getLevelCount());
- ASSERT(faceIndex >= 0 && faceIndex < CUBE_FACE_COUNT);
+ ASSERT(faceIndex >= 0 && faceIndex < static_cast<GLint>(gl::CUBE_FACE_COUNT));
if (!mRenderTarget[faceIndex][level])
{
- ID3D11Device *device = mRenderer->getDevice();
- HRESULT result;
-
- ID3D11Resource *texture = NULL;
- gl::Error error = getResource(&texture);
- if (error.isError())
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
- return error;
+ ASSERT(index.mipIndex == 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 = mRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
- rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
- rtvDesc.Texture2DArray.ArraySize = 1;
-
- ID3D11RenderTargetView *rtv;
- result = device->CreateRenderTargetView(mLevelZeroTexture, &rtvDesc, &rtv);
+ rtvDesc.Texture2DArray.ArraySize = 1;
- if (result == E_OUTOFMEMORY)
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
- }
- ASSERT(SUCCEEDED(result));
+ d3d11::RenderTargetView rtv;
+ ANGLE_TRY(mRenderer->allocateResource(rtvDesc, mLevelZeroTexture.get(), &rtv));
- mLevelZeroRenderTarget[faceIndex] = new TextureRenderTarget11(rtv, mLevelZeroTexture, NULL, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
-
- // RenderTarget will take ownership of these resources
- SafeRelease(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];
- return gl::Error(GL_NO_ERROR);
+ *outRT = mLevelZeroRenderTarget[faceIndex].get();
+ return gl::NoError();
}
- D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
- srvDesc.Format = mShaderResourceFormat;
- srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + level;
- srvDesc.Texture2DArray.MipLevels = 1;
- srvDesc.Texture2DArray.FirstArraySlice = faceIndex;
- srvDesc.Texture2DArray.ArraySize = 1;
-
- if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
+ d3d11::SharedSRV srv;
+ ANGLE_TRY(createRenderTargetSRV(*texture, index, mFormatInfo.srvFormat, &srv));
+ d3d11::SharedSRV blitSRV;
+ if (mFormatInfo.blitSRVFormat != mFormatInfo.srvFormat)
{
- srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+ ANGLE_TRY(createRenderTargetSRV(*texture, index, mFormatInfo.blitSRVFormat, &blitSRV));
}
else
{
- srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; // Will be used with Texture2D sampler, not TextureCube
+ blitSRV = srv.makeCopy();
}
- ID3D11ShaderResourceView *srv;
- result = device->CreateShaderResourceView(texture, &srvDesc, &srv);
+ srv.setDebugName("TexStorageCube.RenderTargetSRV");
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal shader resource view for texture storage, result: 0x%X.", result);
- }
-
- d3d11::SetDebugName(srv, "TexStorageCube.RenderTargetSRV");
-
- if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ if (mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
- rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
- rtvDesc.Texture2DArray.ArraySize = 1;
+ rtvDesc.Texture2DArray.ArraySize = 1;
- ID3D11RenderTargetView *rtv;
- result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+ d3d11::RenderTargetView rtv;
+ ANGLE_TRY(mRenderer->allocateResource(rtvDesc, texture->get(), &rtv));
+ rtv.setDebugName("TexStorageCube.RenderTargetRTV");
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- SafeRelease(srv);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
- }
-
- d3d11::SetDebugName(rtv, "TexStorageCube.RenderTargetRTV");
-
- mRenderTarget[faceIndex][level] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
-
- // RenderTarget will take ownership of these resources
- SafeRelease(rtv);
- SafeRelease(srv);
+ mRenderTarget[faceIndex][level].reset(new TextureRenderTarget11(
+ std::move(rtv), *texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(level), getLevelHeight(level), 1, 0));
}
- else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
+ else if (mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
- dsvDesc.Format = mDepthStencilFormat;
- dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
- dsvDesc.Flags = 0;
- dsvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ dsvDesc.Format = mFormatInfo.dsvFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
+ dsvDesc.Flags = 0;
+ dsvDesc.Texture2DArray.MipSlice = mTopLevel + level;
dsvDesc.Texture2DArray.FirstArraySlice = faceIndex;
- dsvDesc.Texture2DArray.ArraySize = 1;
-
- ID3D11DepthStencilView *dsv;
- result = device->CreateDepthStencilView(texture, &dsvDesc, &dsv);
-
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- SafeRelease(srv);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal depth stencil view for texture storage, result: 0x%X.", result);
- }
+ dsvDesc.Texture2DArray.ArraySize = 1;
- d3d11::SetDebugName(dsv, "TexStorageCube.RenderTargetDSV");
+ d3d11::DepthStencilView dsv;
+ ANGLE_TRY(mRenderer->allocateResource(dsvDesc, texture->get(), &dsv));
+ dsv.setDebugName("TexStorageCube.RenderTargetDSV");
- mRenderTarget[faceIndex][level] = new TextureRenderTarget11(dsv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
-
- // RenderTarget will take ownership of these resources
- SafeRelease(dsv);
- SafeRelease(srv);
+ mRenderTarget[faceIndex][level].reset(new TextureRenderTarget11(
+ std::move(dsv), *texture, srv, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(level), getLevelHeight(level), 1, 0));
}
else
{
@@ -2239,215 +2120,237 @@ gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index, Re
}
ASSERT(outRT);
- *outRT = mRenderTarget[faceIndex][level];
- return gl::Error(GL_NO_ERROR);
+ *outRT = mRenderTarget[faceIndex][level].get();
+ return gl::NoError();
}
-gl::Error TextureStorage11_Cube::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
- ID3D11ShaderResourceView **outSRV) const
+gl::Error TextureStorage11_Cube::createSRV(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 d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format);
- if (dxgiFormatInfo.componentType == GL_INT || dxgiFormatInfo.componentType == GL_UNSIGNED_INT)
+ // 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.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
srvDesc.Texture2DArray.MipLevels = mipLevels;
srvDesc.Texture2DArray.FirstArraySlice = 0;
- srvDesc.Texture2DArray.ArraySize = CUBE_FACE_COUNT;
+ srvDesc.Texture2DArray.ArraySize = gl::CUBE_FACE_COUNT;
}
else
{
- srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
- srvDesc.TextureCube.MipLevels = mipLevels;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+ srvDesc.TextureCube.MipLevels = mipLevels;
srvDesc.TextureCube.MostDetailedMip = mTopLevel + baseLevel;
}
- ID3D11Resource *srvTexture = texture;
+ const TextureHelper11 *srvTexture = &texture;
if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
ASSERT(mTopLevel == 0);
ASSERT(baseLevel == 0);
- // This code also assumes that the incoming texture equals either mLevelZeroTexture or mTexture.
+ // This code also assumes that the incoming texture equals either mLevelZeroTexture or
+ // mTexture.
if (mipLevels == 1 && mMipLevels > 1)
{
// We must use a SRV on the level-zero-only texture.
- ASSERT(mLevelZeroTexture != NULL && texture == mLevelZeroTexture);
- srvTexture = mLevelZeroTexture;
+ ANGLE_TRY(ensureTextureExists(1));
+ srvTexture = &mLevelZeroTexture;
}
else
{
ASSERT(mipLevels == static_cast<int>(mMipLevels));
- ASSERT(mTexture != NULL && texture == mTexture);
- srvTexture = mTexture;
+ ASSERT(mTexture.valid() && texture == mTexture);
+ srvTexture = &mTexture;
}
}
- ID3D11Device *device = mRenderer->getDevice();
- HRESULT result = device->CreateShaderResourceView(srvTexture, &srvDesc, outSRV);
-
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
- }
-
- d3d11::SetDebugName(*outSRV, "TexStorageCube.SRV");
+ ANGLE_TRY(mRenderer->allocateResource(srvDesc, srvTexture->get(), outSRV));
+ outSRV->setDebugName("TexStorageCube.SRV");
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureStorage11_Cube::getSwizzleTexture(ID3D11Resource **outTexture)
+gl::Error TextureStorage11_Cube::getSwizzleTexture(const TextureHelper11 **outTexture)
{
ASSERT(outTexture);
- if (!mSwizzleTexture)
+ if (!mSwizzleTexture.valid())
{
- ID3D11Device *device = mRenderer->getDevice();
+ const auto &format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps());
D3D11_TEXTURE2D_DESC desc;
- desc.Width = mTextureWidth;
- desc.Height = mTextureHeight;
- desc.MipLevels = mMipLevels;
- desc.ArraySize = CUBE_FACE_COUNT;
- desc.Format = mSwizzleTextureFormat;
- desc.SampleDesc.Count = 1;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = gl::CUBE_FACE_COUNT;
+ 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;
-
- HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
-
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
- }
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
- d3d11::SetDebugName(*outTexture, "TexStorageCube.SwizzleTexture");
+ ANGLE_TRY(mRenderer->allocateTexture(desc, format, &mSwizzleTexture));
+ mSwizzleTexture.setDebugName("TexStorageCube.SwizzleTexture");
}
- *outTexture = mSwizzleTexture;
- return gl::Error(GL_NO_ERROR);
+ *outTexture = &mSwizzleTexture;
+ return gl::NoError();
}
-gl::Error TextureStorage11_Cube::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+gl::Error TextureStorage11_Cube::getSwizzleRenderTarget(int mipLevel,
+ const d3d11::RenderTargetView **outRTV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ASSERT(outRTV);
- if (!mSwizzleRenderTargets[mipLevel])
+ if (!mSwizzleRenderTargets[mipLevel].valid())
{
- ID3D11Resource *swizzleTexture = NULL;
- gl::Error error = getSwizzleTexture(&swizzleTexture);
- if (error.isError())
- {
- return error;
- }
-
- ID3D11Device *device = mRenderer->getDevice();
+ const TextureHelper11 *swizzleTexture = nullptr;
+ ANGLE_TRY(getSwizzleTexture(&swizzleTexture));
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mSwizzleRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
- rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Format =
+ mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture2DArray.FirstArraySlice = 0;
- rtvDesc.Texture2DArray.ArraySize = CUBE_FACE_COUNT;
-
- HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
+ rtvDesc.Texture2DArray.ArraySize = gl::CUBE_FACE_COUNT;
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
- }
+ ANGLE_TRY(mRenderer->allocateResource(rtvDesc, mSwizzleTexture.get(),
+ &mSwizzleRenderTargets[mipLevel]));
}
- *outRTV = mSwizzleRenderTargets[mipLevel];
- return gl::Error(GL_NO_ERROR);
+ *outRTV = &mSwizzleRenderTargets[mipLevel];
+ return gl::NoError();
}
-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))
+gl::Error TextureStorage11::initDropStencilTexture(const gl::Context *context,
+ const gl::ImageIndexIterator &it)
{
- mTexture = NULL;
- mSwizzleTexture = NULL;
+ const TextureHelper11 *sourceTexture = nullptr;
+ ANGLE_TRY(getResource(context, &sourceTexture));
- for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ gl::ImageIndexIterator itCopy = it;
+
+ while (itCopy.hasNext())
{
- mAssociatedImages[i] = NULL;
- mLevelRenderTargets[i] = NULL;
- mSwizzleRenderTargets[i] = NULL;
+ gl::ImageIndex index = itCopy.next();
+ gl::Box wholeArea(0, 0, 0, getLevelWidth(index.mipIndex), getLevelHeight(index.mipIndex),
+ 1);
+ gl::Extents wholeSize(wholeArea.width, wholeArea.height, 1);
+ UINT subresource = getSubresourceIndex(index);
+ ANGLE_TRY(mRenderer->getBlitter()->copyDepthStencil(
+ *sourceTexture, subresource, wholeArea, wholeSize, mDropStencilTexture, subresource,
+ wholeArea, wholeSize, nullptr));
}
- mInternalFormat = internalformat;
+ return gl::NoError();
+}
- const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getRenderer11DeviceCaps());
- mTextureFormat = formatInfo.texFormat;
- mShaderResourceFormat = formatInfo.srvFormat;
- mDepthStencilFormat = formatInfo.dsvFormat;
- mRenderTargetFormat = formatInfo.rtvFormat;
- mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
- mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
- mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
+gl::ErrorOrResult<TextureStorage11::DropStencil> TextureStorage11_Cube::ensureDropStencilTexture(
+ const gl::Context *context)
+{
+ if (mDropStencilTexture.valid())
+ {
+ return DropStencil::ALREADY_EXISTS;
+ }
+
+ D3D11_TEXTURE2D_DESC dropDesc = {};
+ dropDesc.ArraySize = 6;
+ dropDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL;
+ dropDesc.CPUAccessFlags = 0;
+ dropDesc.Format = DXGI_FORMAT_R32_TYPELESS;
+ dropDesc.Height = mTextureHeight;
+ dropDesc.MipLevels = mMipLevels;
+ dropDesc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
+ dropDesc.SampleDesc.Count = 1;
+ dropDesc.SampleDesc.Quality = 0;
+ dropDesc.Usage = D3D11_USAGE_DEFAULT;
+ dropDesc.Width = mTextureWidth;
+
+ const auto &format =
+ d3d11::Format::Get(GL_DEPTH_COMPONENT32F, mRenderer->getRenderer11DeviceCaps());
+ ANGLE_TRY(mRenderer->allocateTexture(dropDesc, format, &mDropStencilTexture));
+ mDropStencilTexture.setDebugName("TexStorageCube.DropStencil");
+
+ ANGLE_TRY(initDropStencilTexture(context, gl::ImageIndexIterator::MakeCube(0, mMipLevels)));
+
+ return DropStencil::CREATED;
+}
+
+TextureStorage11_3D::TextureStorage11_3D(Renderer11 *renderer,
+ GLenum internalformat,
+ bool renderTarget,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ int levels)
+ : TextureStorage11(
+ renderer,
+ GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
+ GetTextureMiscFlags(internalformat,
+ renderer->getRenderer11DeviceCaps(),
+ renderTarget,
+ levels),
+ internalformat)
+{
+ 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, mTextureFormat, &width, &height, &mTopLevel);
+ d3d11::MakeValidSize(false, mFormatInfo.texFormat, &width, &height, &mTopLevel);
- mMipLevels = mTopLevel + levels;
- mTextureWidth = width;
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
mTextureHeight = height;
- mTextureDepth = depth;
+ mTextureDepth = depth;
}
-TextureStorage11_3D::~TextureStorage11_3D()
+gl::Error TextureStorage11_3D::onDestroy(const gl::Context *context)
{
for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
- if (mAssociatedImages[i] != NULL)
+ if (mAssociatedImages[i] != nullptr)
{
- bool imageAssociationCorrect = mAssociatedImages[i]->isAssociatedStorageValid(this);
- ASSERT(imageAssociationCorrect);
+ mAssociatedImages[i]->verifyAssociatedStorageValid(this);
- if (imageAssociationCorrect)
- {
- // We must let the Images recover their data before we delete it from the TextureStorage.
- mAssociatedImages[i]->recoverFromAssociatedStorage();
- }
+ // We must let the Images recover their data before we delete it from the
+ // TextureStorage.
+ ANGLE_TRY(mAssociatedImages[i]->recoverFromAssociatedStorage(context));
}
}
- SafeRelease(mTexture);
- SafeRelease(mSwizzleTexture);
+ InvalidateRenderTargetContainer(context, &mLevelRenderTargets);
+ InvalidateRenderTargetContainer(context, &mLevelLayerRenderTargets);
- for (RenderTargetMap::iterator i = mLevelLayerRenderTargets.begin(); i != mLevelLayerRenderTargets.end(); i++)
- {
- SafeDelete(i->second);
- }
- mLevelLayerRenderTargets.clear();
+ return gl::NoError();
+}
- for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
- {
- SafeDelete(mLevelRenderTargets[i]);
- SafeRelease(mSwizzleRenderTargets[i]);
- }
+TextureStorage11_3D::~TextureStorage11_3D()
+{
}
-void TextureStorage11_3D::associateImage(Image11* image, const gl::ImageIndex &index)
+void TextureStorage11_3D::associateImage(Image11 *image, const gl::ImageIndex &index)
{
- GLint level = index.mipIndex;
+ const GLint level = index.mipIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
@@ -2457,676 +2360,796 @@ void TextureStorage11_3D::associateImage(Image11* image, const gl::ImageIndex &i
}
}
-bool TextureStorage11_3D::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
+void TextureStorage11_3D::verifyAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
{
- GLint level = index.mipIndex;
-
- if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
- {
- // This validation check should never return false. It means the Image/TextureStorage association is broken.
- bool retValue = (mAssociatedImages[level] == expectedImage);
- ASSERT(retValue);
- return retValue;
- }
+ const GLint level = index.mipIndex;
- return false;
+ 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)
+void TextureStorage11_3D::disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage)
{
- GLint level = index.mipIndex;
+ const GLint level = index.mipIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
-
- if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
- {
- ASSERT(mAssociatedImages[level] == expectedImage);
-
- if (mAssociatedImages[level] == expectedImage)
- {
- mAssociatedImages[level] = NULL;
- }
- }
+ ASSERT(mAssociatedImages[level] == expectedImage);
+ mAssociatedImages[level] = nullptr;
}
-// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
-gl::Error TextureStorage11_3D::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image
+// recover its data before ending the association.
+gl::Error TextureStorage11_3D::releaseAssociatedImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ Image11 *incomingImage)
{
- GLint level = index.mipIndex;
+ const GLint level = index.mipIndex;
ASSERT((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS));
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
// No need to let the old Image recover its data, if it is also the incoming Image.
- if (mAssociatedImages[level] != NULL && mAssociatedImages[level] != incomingImage)
+ if (mAssociatedImages[level] != nullptr && mAssociatedImages[level] != incomingImage)
{
- // Ensure that the Image is still associated with this TextureStorage. This should be true.
- bool imageAssociationCorrect = mAssociatedImages[level]->isAssociatedStorageValid(this);
- ASSERT(imageAssociationCorrect);
+ // Ensure that the Image is still associated with this TextureStorage.
+ mAssociatedImages[level]->verifyAssociatedStorageValid(this);
- if (imageAssociationCorrect)
- {
- // Force the image to recover from storage before its data is overwritten.
- // This will reset mAssociatedImages[level] to NULL too.
- gl::Error error = mAssociatedImages[level]->recoverFromAssociatedStorage();
- if (error.isError())
- {
- return error;
- }
- }
+ // 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 gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureStorage11_3D::getResource(ID3D11Resource **outResource)
+gl::Error 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 == NULL && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0)
+ // 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);
- ID3D11Device *device = mRenderer->getDevice();
-
D3D11_TEXTURE3D_DESC desc;
- desc.Width = mTextureWidth;
- desc.Height = mTextureHeight;
- desc.Depth = mTextureDepth;
- desc.MipLevels = mMipLevels;
- desc.Format = mTextureFormat;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = getBindFlags();
+ 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();
+ desc.MiscFlags = getMiscFlags();
- HRESULT result = device->CreateTexture3D(&desc, NULL, &mTexture);
-
- // this can happen from windows TDR
- if (d3d11::isDeviceLostError(result))
- {
- mRenderer->notifyDeviceLost();
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 3D texture storage, result: 0x%X.", result);
- }
- else if (FAILED(result))
- {
- ASSERT(result == E_OUTOFMEMORY);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 3D texture storage, result: 0x%X.", result);
- }
-
- d3d11::SetDebugName(mTexture, "TexStorage3D.Texture");
+ ANGLE_TRY(mRenderer->allocateTexture(desc, mFormatInfo, &mTexture));
+ mTexture.setDebugName("TexStorage3D.Texture");
}
- *outResource = mTexture;
- return gl::Error(GL_NO_ERROR);
+ *outResource = &mTexture;
+ return gl::NoError();
}
-gl::Error TextureStorage11_3D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
- ID3D11ShaderResourceView **outSRV) const
+gl::Error TextureStorage11_3D::createSRV(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.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
srvDesc.Texture3D.MostDetailedMip = baseLevel;
- srvDesc.Texture3D.MipLevels = mipLevels;
-
- ID3D11Device *device = mRenderer->getDevice();
- HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV);
-
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
- }
+ srvDesc.Texture3D.MipLevels = mipLevels;
- d3d11::SetDebugName(*outSRV, "TexStorage3D.SRV");
+ ANGLE_TRY(mRenderer->allocateResource(srvDesc, texture.get(), outSRV));
+ outSRV->setDebugName("TexStorage3D.SRV");
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+gl::Error TextureStorage11_3D::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
{
- int mipLevel = index.mipIndex;
+ const int mipLevel = index.mipIndex;
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
- ASSERT(mRenderTargetFormat != DXGI_FORMAT_UNKNOWN);
+ ASSERT(mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);
if (!index.hasLayer())
{
if (!mLevelRenderTargets[mipLevel])
{
- ID3D11Resource *texture = NULL;
- gl::Error error = getResource(&texture);
- if (error.isError())
- {
- return error;
- }
+ const TextureHelper11 *texture = nullptr;
+ ANGLE_TRY(getResource(context, &texture));
- ID3D11ShaderResourceView *srv = NULL;
- error = getSRVLevel(mipLevel, &srv);
- if (error.isError())
- {
- return error;
- }
+ const d3d11::SharedSRV *srv = nullptr;
+ ANGLE_TRY(getSRVLevel(context, mipLevel, false, &srv));
- ID3D11Device *device = mRenderer->getDevice();
+ const d3d11::SharedSRV *blitSRV = nullptr;
+ ANGLE_TRY(getSRVLevel(context, mipLevel, true, &blitSRV));
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
- rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ 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);
-
- ID3D11RenderTargetView *rtv;
- HRESULT result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
-
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- SafeRelease(srv);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
- }
-
- d3d11::SetDebugName(rtv, "TexStorage3D.RTV");
+ rtvDesc.Texture3D.WSize = static_cast<UINT>(-1);
- mLevelRenderTargets[mipLevel] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), getLevelDepth(mipLevel), 0);
+ d3d11::RenderTargetView rtv;
+ ANGLE_TRY(mRenderer->allocateResource(rtvDesc, texture->get(), &rtv));
+ rtv.setDebugName("TexStorage3D.RTV");
- // RenderTarget will take ownership of these resources
- SafeRelease(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];
- return gl::Error(GL_NO_ERROR);
+ *outRT = mLevelRenderTargets[mipLevel].get();
+ return gl::NoError();
}
- else
- {
- int layer = index.layerIndex;
- LevelLayerKey key(mipLevel, layer);
- if (mLevelLayerRenderTargets.find(key) == mLevelLayerRenderTargets.end())
- {
- ID3D11Device *device = mRenderer->getDevice();
- HRESULT result;
+ const int layer = index.layerIndex;
- ID3D11Resource *texture = NULL;
- gl::Error error = getResource(&texture);
- if (error.isError())
- {
- return error;
- }
-
- // TODO, what kind of SRV is expected here?
- ID3D11ShaderResourceView *srv = NULL;
-
- D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
- rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
- rtvDesc.Texture3D.FirstWSlice = layer;
- rtvDesc.Texture3D.WSize = 1;
-
- ID3D11RenderTargetView *rtv;
- result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
-
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- SafeRelease(srv); return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
- }
- ASSERT(SUCCEEDED(result));
+ LevelLayerKey key(mipLevel, layer);
+ if (mLevelLayerRenderTargets.find(key) == mLevelLayerRenderTargets.end())
+ {
+ const TextureHelper11 *texture = nullptr;
+ ANGLE_TRY(getResource(context, &texture));
- d3d11::SetDebugName(rtv, "TexStorage3D.LayerRTV");
+ // TODO, what kind of SRV is expected here?
+ const d3d11::SharedSRV srv;
+ const d3d11::SharedSRV blitSRV;
- mLevelLayerRenderTargets[key] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
+ 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;
- // RenderTarget will take ownership of these resources
- SafeRelease(rtv);
- }
+ d3d11::RenderTargetView rtv;
+ ANGLE_TRY(mRenderer->allocateResource(rtvDesc, texture->get(), &rtv));
+ rtv.setDebugName("TexStorage3D.LayerRTV");
- ASSERT(outRT);
- *outRT = mLevelLayerRenderTargets[key];
- return gl::Error(GL_NO_ERROR);
+ 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 gl::NoError();
}
-gl::Error TextureStorage11_3D::getSwizzleTexture(ID3D11Resource **outTexture)
+gl::Error TextureStorage11_3D::getSwizzleTexture(const TextureHelper11 **outTexture)
{
ASSERT(outTexture);
- if (!mSwizzleTexture)
+ if (!mSwizzleTexture.valid())
{
- ID3D11Device *device = mRenderer->getDevice();
+ 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 = mSwizzleTextureFormat;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ 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;
-
- HRESULT result = device->CreateTexture3D(&desc, NULL, &mSwizzleTexture);
-
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
- }
+ desc.MiscFlags = 0;
- d3d11::SetDebugName(mSwizzleTexture, "TexStorage3D.SwizzleTexture");
+ ANGLE_TRY(mRenderer->allocateTexture(desc, format, &mSwizzleTexture));
+ mSwizzleTexture.setDebugName("TexStorage3D.SwizzleTexture");
}
- *outTexture = mSwizzleTexture;
- return gl::Error(GL_NO_ERROR);
+ *outTexture = &mSwizzleTexture;
+ return gl::NoError();
}
-gl::Error TextureStorage11_3D::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+gl::Error TextureStorage11_3D::getSwizzleRenderTarget(int mipLevel,
+ const d3d11::RenderTargetView **outRTV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ASSERT(outRTV);
- if (!mSwizzleRenderTargets[mipLevel])
+ if (!mSwizzleRenderTargets[mipLevel].valid())
{
- ID3D11Resource *swizzleTexture = NULL;
- gl::Error error = getSwizzleTexture(&swizzleTexture);
- if (error.isError())
- {
- return error;
- }
-
- ID3D11Device *device = mRenderer->getDevice();
+ const TextureHelper11 *swizzleTexture = nullptr;
+ ANGLE_TRY(getSwizzleTexture(&swizzleTexture));
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mSwizzleRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
- rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ 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);
+ rtvDesc.Texture3D.WSize = static_cast<UINT>(-1);
- HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
-
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
- }
-
- d3d11::SetDebugName(mSwizzleTexture, "TexStorage3D.SwizzleRTV");
+ ANGLE_TRY(mRenderer->allocateResource(rtvDesc, mSwizzleTexture.get(),
+ &mSwizzleRenderTargets[mipLevel]));
+ mSwizzleRenderTargets[mipLevel].setDebugName("TexStorage3D.SwizzleRTV");
}
- *outRTV = mSwizzleRenderTargets[mipLevel];
- return gl::Error(GL_NO_ERROR);
+ *outRTV = &mSwizzleRenderTargets[mipLevel];
+ return gl::NoError();
}
-TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
- GLsizei width, GLsizei height, GLsizei depth, int levels)
- : TextureStorage11(renderer,
- GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
- GetTextureMiscFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget, levels))
+TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer11 *renderer,
+ GLenum internalformat,
+ bool renderTarget,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ int levels)
+ : TextureStorage11(
+ renderer,
+ GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
+ GetTextureMiscFlags(internalformat,
+ renderer->getRenderer11DeviceCaps(),
+ renderTarget,
+ levels),
+ internalformat)
{
- mTexture = NULL;
- mSwizzleTexture = NULL;
-
- for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
- {
- mSwizzleRenderTargets[level] = NULL;
- }
-
- mInternalFormat = internalformat;
-
- const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getRenderer11DeviceCaps());
- mTextureFormat = formatInfo.texFormat;
- mShaderResourceFormat = formatInfo.srvFormat;
- mDepthStencilFormat = formatInfo.dsvFormat;
- mRenderTargetFormat = formatInfo.rtvFormat;
- mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
- mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
- mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
-
// adjust size if needed for compressed textures
- d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
+ d3d11::MakeValidSize(false, mFormatInfo.texFormat, &width, &height, &mTopLevel);
- mMipLevels = mTopLevel + levels;
- mTextureWidth = width;
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
mTextureHeight = height;
- mTextureDepth = depth;
+ mTextureDepth = depth;
}
-TextureStorage11_2DArray::~TextureStorage11_2DArray()
+gl::Error TextureStorage11_2DArray::onDestroy(const gl::Context *context)
{
- for (ImageMap::iterator i = mAssociatedImages.begin(); i != mAssociatedImages.end(); i++)
+ for (auto iter : mAssociatedImages)
{
- if (i->second)
+ if (iter.second)
{
- bool imageAssociationCorrect = i->second->isAssociatedStorageValid(this);
- ASSERT(imageAssociationCorrect);
+ iter.second->verifyAssociatedStorageValid(this);
- if (imageAssociationCorrect)
- {
- // We must let the Images recover their data before we delete it from the TextureStorage.
- i->second->recoverFromAssociatedStorage();
- }
+ // We must let the Images recover their data before we delete it from the
+ // TextureStorage.
+ ANGLE_TRY(iter.second->recoverFromAssociatedStorage(context));
}
}
mAssociatedImages.clear();
- SafeRelease(mTexture);
- SafeRelease(mSwizzleTexture);
+ InvalidateRenderTargetContainer(context, &mRenderTargets);
- for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
- {
- SafeRelease(mSwizzleRenderTargets[level]);
- }
+ return gl::NoError();
+}
- for (RenderTargetMap::iterator i = mRenderTargets.begin(); i != mRenderTargets.end(); i++)
- {
- SafeDelete(i->second);
- }
- mRenderTargets.clear();
+TextureStorage11_2DArray::~TextureStorage11_2DArray()
+{
}
-void TextureStorage11_2DArray::associateImage(Image11* image, const gl::ImageIndex &index)
+void TextureStorage11_2DArray::associateImage(Image11 *image, const gl::ImageIndex &index)
{
- GLint level = index.mipIndex;
- GLint layerTarget = index.layerIndex;
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
+ const GLint numLayers = index.numLayers;
ASSERT(0 <= level && level < getLevelCount());
if (0 <= level && level < getLevelCount())
{
- LevelLayerKey key(level, layerTarget);
+ LevelLayerRangeKey key(level, layerTarget, numLayers);
mAssociatedImages[key] = image;
}
}
-bool TextureStorage11_2DArray::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
+void TextureStorage11_2DArray::verifyAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
{
- GLint level = index.mipIndex;
- GLint layerTarget = index.layerIndex;
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
+ const GLint numLayers = index.numLayers;
- LevelLayerKey key(level, layerTarget);
+ 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));
+ // 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);
- return retValue;
}
// disassociateImage allows an Image to end its association with a Storage.
-void TextureStorage11_2DArray::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
+void TextureStorage11_2DArray::disassociateImage(const gl::ImageIndex &index,
+ Image11 *expectedImage)
{
- GLint level = index.mipIndex;
- GLint layerTarget = index.layerIndex;
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
+ const GLint numLayers = index.numLayers;
- LevelLayerKey key(level, layerTarget);
+ LevelLayerRangeKey key(level, layerTarget, numLayers);
- bool imageAssociationCorrect = (mAssociatedImages.find(key) != mAssociatedImages.end() && (mAssociatedImages[key] == expectedImage));
+ bool imageAssociationCorrect = (mAssociatedImages.find(key) != mAssociatedImages.end() &&
+ (mAssociatedImages[key] == expectedImage));
ASSERT(imageAssociationCorrect);
-
- if (imageAssociationCorrect)
- {
- mAssociatedImages[key] = NULL;
- }
+ mAssociatedImages[key] = nullptr;
}
-// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
-gl::Error TextureStorage11_2DArray::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image
+// recover its data before ending the association.
+gl::Error TextureStorage11_2DArray::releaseAssociatedImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ Image11 *incomingImage)
{
- GLint level = index.mipIndex;
- GLint layerTarget = index.layerIndex;
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
+ const GLint numLayers = index.numLayers;
- LevelLayerKey key(level, layerTarget);
+ LevelLayerRangeKey key(level, layerTarget, numLayers);
if (mAssociatedImages.find(key) != mAssociatedImages.end())
{
- if (mAssociatedImages[key] != NULL && mAssociatedImages[key] != incomingImage)
+ if (mAssociatedImages[key] != nullptr && mAssociatedImages[key] != incomingImage)
{
- // Ensure that the Image is still associated with this TextureStorage. This should be true.
- bool imageAssociationCorrect = mAssociatedImages[key]->isAssociatedStorageValid(this);
- ASSERT(imageAssociationCorrect);
+ // Ensure that the Image is still associated with this TextureStorage.
+ mAssociatedImages[key]->verifyAssociatedStorageValid(this);
- if (imageAssociationCorrect)
- {
- // Force the image to recover from storage before its data is overwritten.
- // This will reset mAssociatedImages[level] to NULL too.
- gl::Error error = mAssociatedImages[key]->recoverFromAssociatedStorage();
- if (error.isError())
- {
- return error;
- }
- }
+ // 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 gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureStorage11_2DArray::getResource(ID3D11Resource **outResource)
+gl::Error 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 == NULL && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0)
+ if (!mTexture.valid() && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0)
{
ASSERT(mMipLevels > 0);
- ID3D11Device *device = mRenderer->getDevice();
-
D3D11_TEXTURE2D_DESC desc;
- desc.Width = mTextureWidth;
- desc.Height = mTextureHeight;
- desc.MipLevels = mMipLevels;
- desc.ArraySize = mTextureDepth;
- desc.Format = mTextureFormat;
- desc.SampleDesc.Count = 1;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = mTextureDepth;
+ desc.Format = mFormatInfo.texFormat;
+ desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = getBindFlags();
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = getMiscFlags();
-
- HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
-
- // this can happen from windows TDR
- if (d3d11::isDeviceLostError(result))
- {
- mRenderer->notifyDeviceLost();
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D array texture storage, result: 0x%X.", result);
- }
- else if (FAILED(result))
- {
- ASSERT(result == E_OUTOFMEMORY);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D array texture storage, result: 0x%X.", result);
- }
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = getMiscFlags();
- d3d11::SetDebugName(mTexture, "TexStorage2DArray.Texture");
+ ANGLE_TRY(mRenderer->allocateTexture(desc, mFormatInfo, &mTexture));
+ mTexture.setDebugName("TexStorage2DArray.Texture");
}
- *outResource = mTexture;
- return gl::Error(GL_NO_ERROR);
+ *outResource = &mTexture;
+ return gl::NoError();
}
-gl::Error TextureStorage11_2DArray::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
- ID3D11ShaderResourceView **outSRV) const
+gl::Error TextureStorage11_2DArray::createSRV(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.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
- srvDesc.Texture2DArray.MipLevels = mipLevels;
+ srvDesc.Texture2DArray.MipLevels = mipLevels;
srvDesc.Texture2DArray.FirstArraySlice = 0;
- srvDesc.Texture2DArray.ArraySize = mTextureDepth;
+ srvDesc.Texture2DArray.ArraySize = mTextureDepth;
- ID3D11Device *device = mRenderer->getDevice();
- HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV);
+ ANGLE_TRY(mRenderer->allocateResource(srvDesc, texture.get(), outSRV));
+ outSRV->setDebugName("TexStorage2DArray.SRV");
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
- }
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_2DArray::createRenderTargetSRV(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.mipIndex;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = index.layerIndex;
+ srvDesc.Texture2DArray.ArraySize = index.numLayers;
- d3d11::SetDebugName(*outSRV, "TexStorage2DArray.SRV");
+ ANGLE_TRY(mRenderer->allocateResource(srvDesc, texture.get(), srv));
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureStorage11_2DArray::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+gl::Error TextureStorage11_2DArray::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
{
ASSERT(index.hasLayer());
- int mipLevel = index.mipIndex;
- int layer = index.layerIndex;
+ const int mipLevel = index.mipIndex;
+ const int layer = index.layerIndex;
+ const int numLayers = index.numLayers;
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
- LevelLayerKey key(mipLevel, layer);
+ LevelLayerRangeKey key(mipLevel, layer, numLayers);
if (mRenderTargets.find(key) == mRenderTargets.end())
{
- ID3D11Device *device = mRenderer->getDevice();
- HRESULT result;
-
- ID3D11Resource *texture = NULL;
- gl::Error error = getResource(&texture);
- if (error.isError())
+ const TextureHelper11 *texture = nullptr;
+ ANGLE_TRY(getResource(context, &texture));
+ d3d11::SharedSRV srv;
+ ANGLE_TRY(createRenderTargetSRV(*texture, index, mFormatInfo.srvFormat, &srv));
+ d3d11::SharedSRV blitSRV;
+ if (mFormatInfo.blitSRVFormat != mFormatInfo.srvFormat)
{
- return error;
+ ANGLE_TRY(createRenderTargetSRV(*texture, index, mFormatInfo.blitSRVFormat, &blitSRV));
}
-
- D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
- srvDesc.Format = mShaderResourceFormat;
- srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
- srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + mipLevel;
- srvDesc.Texture2DArray.MipLevels = 1;
- srvDesc.Texture2DArray.FirstArraySlice = layer;
- srvDesc.Texture2DArray.ArraySize = 1;
-
- ID3D11ShaderResourceView *srv;
- result = device->CreateShaderResourceView(texture, &srvDesc, &srv);
-
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
+ else
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal shader resource view for texture storage, result: 0x%X.", result);
+ blitSRV = srv.makeCopy();
}
- d3d11::SetDebugName(srv, "TexStorage2DArray.RenderTargetSRV");
+ srv.setDebugName("TexStorage2DArray.RenderTargetSRV");
- if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ if (mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
- rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture2DArray.FirstArraySlice = layer;
- rtvDesc.Texture2DArray.ArraySize = 1;
+ rtvDesc.Texture2DArray.ArraySize = numLayers;
- ID3D11RenderTargetView *rtv;
- result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+ d3d11::RenderTargetView rtv;
+ ANGLE_TRY(mRenderer->allocateResource(rtvDesc, texture->get(), &rtv));
+ rtv.setDebugName("TexStorage2DArray.RenderTargetRTV");
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- SafeRelease(srv);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
- }
-
- d3d11::SetDebugName(rtv, "TexStorage2DArray.RenderTargetRTV");
-
- mRenderTargets[key] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
-
- // RenderTarget will take ownership of these resources
- SafeRelease(rtv);
- SafeRelease(srv);
+ mRenderTargets[key].reset(new TextureRenderTarget11(
+ std::move(rtv), *texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0));
}
else
{
- UNREACHABLE();
+ 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(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];
- return gl::Error(GL_NO_ERROR);
+ *outRT = mRenderTargets[key].get();
+ return gl::NoError();
}
-gl::Error TextureStorage11_2DArray::getSwizzleTexture(ID3D11Resource **outTexture)
+gl::Error TextureStorage11_2DArray::getSwizzleTexture(const TextureHelper11 **outTexture)
{
- if (!mSwizzleTexture)
+ if (!mSwizzleTexture.valid())
{
- ID3D11Device *device = mRenderer->getDevice();
+ 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 = mSwizzleTextureFormat;
- desc.SampleDesc.Count = 1;
+ 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;
-
- HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
-
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
- }
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
- d3d11::SetDebugName(*outTexture, "TexStorage2DArray.SwizzleTexture");
+ ANGLE_TRY(mRenderer->allocateTexture(desc, format, &mSwizzleTexture));
+ mSwizzleTexture.setDebugName("TexStorage2DArray.SwizzleTexture");
}
- *outTexture = mSwizzleTexture;
- return gl::Error(GL_NO_ERROR);
+ *outTexture = &mSwizzleTexture;
+ return gl::NoError();
}
-gl::Error TextureStorage11_2DArray::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+gl::Error TextureStorage11_2DArray::getSwizzleRenderTarget(int mipLevel,
+ const d3d11::RenderTargetView **outRTV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ASSERT(outRTV);
- if (!mSwizzleRenderTargets[mipLevel])
+ if (!mSwizzleRenderTargets[mipLevel].valid())
{
- ID3D11Resource *swizzleTexture = NULL;
- gl::Error error = getSwizzleTexture(&swizzleTexture);
- if (error.isError())
- {
- return error;
- }
-
- ID3D11Device *device = mRenderer->getDevice();
+ const TextureHelper11 *swizzleTexture = nullptr;
+ ANGLE_TRY(getSwizzleTexture(&swizzleTexture));
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mSwizzleRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
- rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ 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;
+ rtvDesc.Texture2DArray.ArraySize = mTextureDepth;
- HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
+ ANGLE_TRY(mRenderer->allocateResource(rtvDesc, mSwizzleTexture.get(),
+ &mSwizzleRenderTargets[mipLevel]));
+ }
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
- }
+ *outRTV = &mSwizzleRenderTargets[mipLevel];
+ return gl::NoError();
+}
+
+gl::ErrorOrResult<TextureStorage11::DropStencil> TextureStorage11_2DArray::ensureDropStencilTexture(
+ const gl::Context *context)
+{
+ if (mDropStencilTexture.valid())
+ {
+ return DropStencil::ALREADY_EXISTS;
}
- *outRTV = mSwizzleRenderTargets[mipLevel];
- return gl::Error(GL_NO_ERROR);
+ 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(dropDesc, format, &mDropStencilTexture));
+ mDropStencilTexture.setDebugName("TexStorage2DArray.DropStencil");
+
+ std::vector<GLsizei> layerCounts(mMipLevels, mTextureDepth);
+
+ ANGLE_TRY(initDropStencilTexture(
+ context, gl::ImageIndexIterator::Make2DArray(0, mMipLevels, layerCounts.data())));
+
+ return DropStencil::CREATED;
}
+TextureStorage11_2DMultisample::TextureStorage11_2DMultisample(Renderer11 *renderer,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ int levels,
+ int samples,
+ bool fixedSampleLocations)
+ : TextureStorage11(
+ renderer,
+ GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), true),
+ GetTextureMiscFlags(internalformat, renderer->getRenderer11DeviceCaps(), true, levels),
+ internalformat),
+ mTexture(),
+ mRenderTarget(nullptr)
+{
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, mFormatInfo.texFormat, &width, &height, &mTopLevel);
+
+ mMipLevels = 1;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = 1;
+ mSamples = samples;
+ mFixedSampleLocations = fixedSampleLocations;
+}
+
+gl::Error TextureStorage11_2DMultisample::onDestroy(const gl::Context *context)
+{
+ InvalidateRenderTarget(context, mRenderTarget.get());
+ mRenderTarget.reset();
+ return gl::NoError();
}
+
+TextureStorage11_2DMultisample::~TextureStorage11_2DMultisample()
+{
+}
+
+gl::Error TextureStorage11_2DMultisample::copyToStorage(const gl::Context *context,
+ TextureStorage *destStorage)
+{
+ UNIMPLEMENTED();
+ return gl::InternalError() << "copyToStorage is unimplemented";
+}
+
+void TextureStorage11_2DMultisample::associateImage(Image11 *image, const gl::ImageIndex &index)
+{
+}
+
+void TextureStorage11_2DMultisample::verifyAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
+{
+}
+
+void TextureStorage11_2DMultisample::disassociateImage(const gl::ImageIndex &index,
+ Image11 *expectedImage)
+{
+}
+
+gl::Error TextureStorage11_2DMultisample::releaseAssociatedImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ Image11 *incomingImage)
+{
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_2DMultisample::getResource(const gl::Context *context,
+ const TextureHelper11 **outResource)
+{
+ ANGLE_TRY(ensureTextureExists(1));
+
+ *outResource = &mTexture;
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_2DMultisample::ensureTextureExists(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();
+ 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(desc, mFormatInfo, &mTexture));
+ mTexture.setDebugName("TexStorage2DMS.Texture");
+ }
+
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_2DMultisample::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
+{
+ ASSERT(!index.hasLayer());
+
+ const int level = index.mipIndex;
+ ASSERT(level == 0);
+
+ ASSERT(outRT);
+ if (mRenderTarget)
+ {
+ *outRT = mRenderTarget.get();
+ return gl::NoError();
+ }
+
+ 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));
+
+ 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(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 gl::NoError();
+ }
+
+ 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(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 gl::NoError();
+}
+
+gl::Error TextureStorage11_2DMultisample::createSRV(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(srvDesc, texture.get(), outSRV));
+ outSRV->setDebugName("TexStorage2DMS.SRV");
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_2DMultisample::getSwizzleTexture(const TextureHelper11 **outTexture)
+{
+ UNIMPLEMENTED();
+ return gl::InternalError() << "getSwizzleTexture is unimplemented.";
+}
+
+gl::Error TextureStorage11_2DMultisample::getSwizzleRenderTarget(
+ int mipLevel,
+ const d3d11::RenderTargetView **outRTV)
+{
+ UNIMPLEMENTED();
+ return gl::InternalError() << "getSwizzleRenderTarget is unimplemented.";
+}
+
+gl::ErrorOrResult<TextureStorage11::DropStencil>
+TextureStorage11_2DMultisample::ensureDropStencilTexture(const gl::Context *context)
+{
+ UNIMPLEMENTED();
+ return gl::InternalError() << "Drop stencil texture not implemented.";
+}
+
+} // namespace rx