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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp2676
1 files changed, 2676 insertions, 0 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
new file mode 100644
index 0000000000..103e90fed3
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
@@ -0,0 +1,2676 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived
+// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture.
+
+#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
+
+#include <tuple>
+
+#include "common/MemoryBuffer.h"
+#include "common/utilities.h"
+#include "libANGLE/ImageIndex.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/Blit11.h"
+#include "libANGLE/renderer/d3d/d3d11/Image11.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+
+namespace rx
+{
+
+TextureStorage11::SwizzleCacheValue::SwizzleCacheValue()
+ : swizzleRed(GL_NONE), swizzleGreen(GL_NONE), swizzleBlue(GL_NONE), swizzleAlpha(GL_NONE)
+{
+}
+
+TextureStorage11::SwizzleCacheValue::SwizzleCacheValue(GLenum red, GLenum green, GLenum blue, GLenum alpha)
+ : swizzleRed(red), swizzleGreen(green), swizzleBlue(blue), swizzleAlpha(alpha)
+{
+}
+
+bool TextureStorage11::SwizzleCacheValue::operator==(const SwizzleCacheValue &other) const
+{
+ return swizzleRed == other.swizzleRed &&
+ swizzleGreen == other.swizzleGreen &&
+ swizzleBlue == other.swizzleBlue &&
+ swizzleAlpha == other.swizzleAlpha;
+}
+
+bool TextureStorage11::SwizzleCacheValue::operator!=(const SwizzleCacheValue &other) const
+{
+ return !(*this == other);
+}
+
+TextureStorage11::SRVKey::SRVKey(int baseLevel, int mipLevels, bool swizzle)
+ : baseLevel(baseLevel), mipLevels(mipLevels), swizzle(swizzle)
+{
+}
+
+bool TextureStorage11::SRVKey::operator<(const SRVKey &rhs) const
+{
+ return std::tie(baseLevel, mipLevels, swizzle) < std::tie(rhs.baseLevel, rhs.mipLevels, rhs.swizzle);
+}
+
+TextureStorage11::TextureStorage11(Renderer11 *renderer, UINT bindFlags)
+ : mBindFlags(bindFlags),
+ mTopLevel(0),
+ mMipLevels(0),
+ mInternalFormat(GL_NONE),
+ mTextureFormat(DXGI_FORMAT_UNKNOWN),
+ mShaderResourceFormat(DXGI_FORMAT_UNKNOWN),
+ mRenderTargetFormat(DXGI_FORMAT_UNKNOWN),
+ mDepthStencilFormat(DXGI_FORMAT_UNKNOWN),
+ mTextureWidth(0),
+ mTextureHeight(0),
+ mTextureDepth(0)
+{
+ mRenderer = Renderer11::makeRenderer11(renderer);
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mLevelSRVs[i] = NULL;
+ }
+}
+
+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();
+}
+
+TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11*, storage));
+ return static_cast<TextureStorage11*>(storage);
+}
+
+DWORD TextureStorage11::GetTextureBindFlags(GLenum internalFormat, D3D_FEATURE_LEVEL featureLevel, bool renderTarget)
+{
+ UINT bindFlags = 0;
+
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalFormat, featureLevel);
+ if (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ bindFlags |= D3D11_BIND_SHADER_RESOURCE;
+ }
+ if (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ bindFlags |= D3D11_BIND_DEPTH_STENCIL;
+ }
+ if (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN && renderTarget)
+ {
+ bindFlags |= D3D11_BIND_RENDER_TARGET;
+ }
+
+ return bindFlags;
+}
+
+UINT TextureStorage11::getBindFlags() const
+{
+ return mBindFlags;
+}
+
+int TextureStorage11::getTopLevel() const
+{
+ return mTopLevel;
+}
+
+bool TextureStorage11::isRenderTarget() const
+{
+ return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0;
+}
+
+bool TextureStorage11::isManaged() const
+{
+ return false;
+}
+
+int TextureStorage11::getLevelCount() const
+{
+ return mMipLevels - mTopLevel;
+}
+
+int TextureStorage11::getLevelWidth(int mipLevel) const
+{
+ return std::max(static_cast<int>(mTextureWidth) >> mipLevel, 1);
+}
+
+int TextureStorage11::getLevelHeight(int mipLevel) const
+{
+ return std::max(static_cast<int>(mTextureHeight) >> mipLevel, 1);
+}
+
+int TextureStorage11::getLevelDepth(int mipLevel) const
+{
+ return std::max(static_cast<int>(mTextureDepth) >> mipLevel, 1);
+}
+
+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 subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
+ ASSERT(subresource != std::numeric_limits<UINT>::max());
+ return subresource;
+}
+
+gl::Error TextureStorage11::getSRV(const gl::SamplerState &samplerState, ID3D11ShaderResourceView **outSRV)
+{
+ bool swizzleRequired = samplerState.swizzleRequired();
+ bool mipmapping = gl::IsMipmapFiltered(samplerState);
+ unsigned int mipLevels = mipmapping ? (samplerState.maxLevel - samplerState.baseLevel + 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 - samplerState.baseLevel);
+
+ if (mRenderer->getFeatureLevel() <= D3D_FEATURE_LEVEL_9_3)
+ {
+ ASSERT(!swizzleRequired);
+ ASSERT(mipLevels == 1 || mipLevels == mMipLevels);
+ }
+
+ 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;
+ }
+ }
+
+ if (swizzleRequired)
+ {
+ verifySwizzleExists(samplerState.swizzleRed, samplerState.swizzleGreen, samplerState.swizzleBlue, samplerState.swizzleAlpha);
+ }
+
+ SRVKey key(samplerState.baseLevel, mipLevels, swizzleRequired);
+ SRVCache::const_iterator iter = mSrvCache.find(key);
+ if (iter != mSrvCache.end())
+ {
+ *outSRV = iter->second;
+ }
+ else
+ {
+ ID3D11Resource *texture = NULL;
+ if (swizzleRequired)
+ {
+ gl::Error error = getSwizzleTexture(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ else
+ {
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ ID3D11ShaderResourceView *srv = NULL;
+ DXGI_FORMAT format = (swizzleRequired ? mSwizzleShaderResourceFormat : mShaderResourceFormat);
+ gl::Error error = createSRV(samplerState.baseLevel, mipLevels, format, texture, &srv);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mSrvCache.insert(std::make_pair(key, srv));
+ *outSRV = srv;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11::getSRVLevel(int mipLevel, ID3D11ShaderResourceView **outSRV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ if (!mLevelSRVs[mipLevel])
+ {
+ ID3D11Resource *resource = NULL;
+ gl::Error error = getResource(&resource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = createSRV(mipLevel, 1, mShaderResourceFormat, resource, &mLevelSRVs[mipLevel]);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ *outSRV = mLevelSRVs[mipLevel];
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11::generateSwizzles(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha)
+{
+ 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;
+ }
+
+ ID3D11RenderTargetView *destRTV = NULL;
+ error = getSwizzleRenderTarget(level, &destRTV);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ 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;
+ }
+
+ mSwizzleCache[level] = swizzleTarget;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureStorage11::invalidateSwizzleCacheLevel(int mipLevel)
+{
+ if (mipLevel >= 0 && static_cast<unsigned int>(mipLevel) < ArraySize(mSwizzleCache))
+ {
+ // The default constructor of SwizzleCacheValue has GL_NONE for all channels which is not a
+ // valid swizzle combination
+ mSwizzleCache[mipLevel] = SwizzleCacheValue();
+ }
+}
+
+void TextureStorage11::invalidateSwizzleCache()
+{
+ for (unsigned int mipLevel = 0; mipLevel < ArraySize(mSwizzleCache); mipLevel++)
+ {
+ invalidateSwizzleCacheLevel(mipLevel);
+ }
+}
+
+gl::Error TextureStorage11::updateSubresourceLevel(ID3D11Resource *srcTexture, unsigned int sourceSubresource,
+ const gl::ImageIndex &index, const gl::Box &copyArea)
+{
+ ASSERT(srcTexture);
+
+ GLint level = index.mipIndex;
+
+ invalidateSwizzleCacheLevel(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;
+
+ ID3D11Resource *dstTexture = NULL;
+ gl::Error error(GL_NO_ERROR);
+
+ // 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);
+ }
+ else
+ {
+ error = getResource(&dstTexture);
+ }
+
+ if (error.isError())
+ {
+ return error;
+ }
+
+ unsigned int dstSubresource = getSubresourceIndex(index);
+
+ ASSERT(dstTexture);
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat);
+ if (!fullCopy && (dxgiFormatInfo.depthBits > 0 || dxgiFormatInfo.stencilBits > 0))
+ {
+ // CopySubresourceRegion cannot copy partial depth stencils, use the blitter instead
+ Blit11 *blitter = mRenderer->getBlitter();
+
+ return blitter->copyDepthStencil(srcTexture, sourceSubresource, copyArea, texSize,
+ dstTexture, dstSubresource, copyArea, texSize,
+ NULL);
+ }
+ 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();
+
+ context->CopySubresourceRegion(dstTexture, dstSubresource, copyArea.x, copyArea.y, copyArea.z,
+ srcTexture, sourceSubresource, fullCopy ? NULL : &srcBox);
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error TextureStorage11::copySubresourceLevel(ID3D11Resource* dstTexture, unsigned int dstSubresource,
+ const gl::ImageIndex &index, const gl::Box &region)
+{
+ ASSERT(dstTexture);
+
+ ID3D11Resource *srcTexture = NULL;
+ gl::Error error(GL_NO_ERROR);
+
+ // 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);
+ }
+ else
+ {
+ error = getResource(&srcTexture);
+ }
+
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ASSERT(srcTexture);
+
+ unsigned int srcSubresource = getSubresourceIndex(index);
+
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ // D3D11 can't perform partial CopySubresourceRegion on depth/stencil textures, so pSrcBox should be NULL.
+ D3D11_BOX srcBox;
+ D3D11_BOX *pSrcBox = NULL;
+ if (mRenderer->getFeatureLevel() <= 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;
+ }
+
+ context->CopySubresourceRegion(dstTexture, dstSubresource, region.x, region.y, region.z,
+ srcTexture, srcSubresource, pSrcBox);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11::generateMipmap(const gl::ImageIndex &sourceIndex, const gl::ImageIndex &destIndex)
+{
+ ASSERT(sourceIndex.layerIndex == destIndex.layerIndex);
+
+ invalidateSwizzleCacheLevel(destIndex.mipIndex);
+
+ RenderTargetD3D *source = NULL;
+ gl::Error error = getRenderTarget(sourceIndex, &source);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ RenderTargetD3D *dest = NULL;
+ error = getRenderTarget(destIndex, &dest);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11ShaderResourceView *sourceSRV = RenderTarget11::makeRenderTarget11(source)->getShaderResourceView();
+ ID3D11RenderTargetView *destRTV = RenderTarget11::makeRenderTarget11(dest)->getRenderTargetView();
+
+ gl::Box sourceArea(0, 0, 0, source->getWidth(), source->getHeight(), source->getDepth());
+ gl::Extents sourceSize(source->getWidth(), source->getHeight(), source->getDepth());
+
+ gl::Box destArea(0, 0, 0, dest->getWidth(), dest->getHeight(), dest->getDepth());
+ gl::Extents destSize(dest->getWidth(), dest->getHeight(), dest->getDepth());
+
+ Blit11 *blitter = mRenderer->getBlitter();
+ return blitter->copyTexture(sourceSRV, sourceArea, sourceSize, destRTV, destArea, destSize, NULL,
+ gl::GetInternalFormatInfo(source->getInternalFormat()).format, GL_LINEAR);
+}
+
+void TextureStorage11::verifySwizzleExists(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha)
+{
+ SwizzleCacheValue swizzleTarget(swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
+ for (unsigned int level = 0; level < mMipLevels; level++)
+ {
+ ASSERT(mSwizzleCache[level] == swizzleTarget);
+ }
+}
+
+gl::Error TextureStorage11::copyToStorage(TextureStorage *destStorage)
+{
+ ASSERT(destStorage);
+
+ ID3D11Resource *sourceResouce = NULL;
+ gl::Error error = getResource(&sourceResouce);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ TextureStorage11 *dest11 = TextureStorage11::makeTextureStorage11(destStorage);
+ ID3D11Resource *destResource = NULL;
+ error = dest11->getResource(&destResource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+ immediateContext->CopyResource(destResource, sourceResouce);
+
+ dest11->invalidateSwizzleCache();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11::setData(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);
+
+ UINT destSubresource = getSubresourceIndex(index);
+
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(image->getInternalFormat());
+
+ gl::Box levelBox(0, 0, 0, getLevelWidth(index.mipIndex), getLevelHeight(index.mipIndex), getLevelDepth(index.mipIndex));
+ bool fullUpdate = (destBox == NULL || *destBox == levelBox);
+ ASSERT(internalFormatInfo.depthBits == 0 || fullUpdate);
+
+ // TODO(jmadill): Handle compressed formats
+ // Compressed formats have different load syntax, so we'll have to handle them with slightly
+ // different logic. Will implemnent this in a follow-up patch, and ensure we do not use SetData
+ // with compressed formats in the calling logic.
+ ASSERT(!internalFormatInfo.compressed);
+
+ 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);
+
+ const d3d11::TextureFormat &d3d11Format = d3d11::GetTextureFormatInfo(image->getInternalFormat(), mRenderer->getFeatureLevel());
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3d11Format.texFormat);
+
+ size_t outputPixelSize = dxgiFormatInfo.pixelBytes;
+
+ UINT bufferRowPitch = outputPixelSize * width;
+ UINT bufferDepthPitch = bufferRowPitch * height;
+
+ size_t neededSize = bufferDepthPitch * depth;
+ MemoryBuffer *conversionBuffer = NULL;
+ error = mRenderer->getScratchMemoryBuffer(neededSize, &conversionBuffer);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // TODO: fast path
+ LoadImageFunction loadFunction = d3d11Format.loadFunctions.at(type);
+ loadFunction(width, height, depth,
+ pixelData, srcRowPitch, srcDepthPitch,
+ conversionBuffer->data(), bufferRowPitch, bufferDepthPitch);
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+
+ if (!fullUpdate)
+ {
+ ASSERT(destBox);
+
+ D3D11_BOX destD3DBox;
+ destD3DBox.left = destBox->x;
+ destD3DBox.right = destBox->x + destBox->width;
+ destD3DBox.top = destBox->y;
+ destD3DBox.bottom = destBox->y + destBox->height;
+ destD3DBox.front = destBox->z;
+ destD3DBox.back = destBox->z + destBox->depth;
+
+ immediateContext->UpdateSubresource(resource, destSubresource,
+ &destD3DBox, conversionBuffer->data(),
+ bufferRowPitch, bufferDepthPitch);
+ }
+ else
+ {
+ immediateContext->UpdateSubresource(resource, destSubresource,
+ NULL, conversionBuffer->data(),
+ bufferRowPitch, bufferDepthPitch);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer, SwapChain11 *swapchain)
+ : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE),
+ mTexture(swapchain->getOffscreenTexture()),
+ mSwizzleTexture(NULL),
+ mLevelZeroTexture(NULL),
+ mLevelZeroRenderTarget(NULL),
+ mUseLevelZeroTexture(false)
+{
+ mTexture->AddRef();
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mAssociatedImages[i] = NULL;
+ mRenderTarget[i] = NULL;
+ mSwizzleRenderTargets[i] = NULL;
+ }
+
+ D3D11_TEXTURE2D_DESC texDesc;
+ mTexture->GetDesc(&texDesc);
+ mMipLevels = texDesc.MipLevels;
+ mTextureFormat = texDesc.Format;
+ mTextureWidth = texDesc.Width;
+ mTextureHeight = texDesc.Height;
+ mTextureDepth = 1;
+
+ mInternalFormat = swapchain->GetBackBufferInternalFormat();
+
+ 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->getFeatureLevel());
+ mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
+ mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
+ mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
+
+ mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
+
+ initializeSerials(1, 1);
+}
+
+TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly)
+ : TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderer->getFeatureLevel(), renderTarget)),
+ mTexture(NULL),
+ mSwizzleTexture(NULL),
+ mLevelZeroTexture(NULL),
+ mLevelZeroRenderTarget(NULL),
+ mUseLevelZeroTexture(false)
+{
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mAssociatedImages[i] = NULL;
+ mRenderTarget[i] = NULL;
+ mSwizzleRenderTargets[i] = NULL;
+ }
+
+ mInternalFormat = internalformat;
+
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getFeatureLevel());
+ 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;
+ mTextureHeight = height;
+ 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;
+ }
+
+ initializeSerials(getLevelCount(), 1);
+}
+
+TextureStorage11_2D::~TextureStorage11_2D()
+{
+ for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ if (mAssociatedImages[i] != NULL)
+ {
+ bool imageAssociationCorrect = mAssociatedImages[i]->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ 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
+ }
+ }
+ }
+ }
+
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+
+ SafeRelease(mLevelZeroTexture);
+ SafeDelete(mLevelZeroRenderTarget);
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ SafeDelete(mRenderTarget[i]);
+ SafeRelease(mSwizzleRenderTargets[i]);
+ }
+}
+
+TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2D*, storage));
+ return static_cast<TextureStorage11_2D*>(storage);
+}
+
+gl::Error TextureStorage11_2D::copyToStorage(TextureStorage *destStorage)
+{
+ ASSERT(destStorage);
+
+ TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(destStorage);
+
+ 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)
+ {
+ gl::Error error = dest11->useLevelZeroWorkaroundTexture(false);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *destResource = NULL;
+ error = dest11->getResource(&destResource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ immediateContext->CopyResource(destResource, mTexture);
+ }
+
+ if (mLevelZeroTexture)
+ {
+ gl::Error error = dest11->useLevelZeroWorkaroundTexture(true);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *destResource = NULL;
+ error = dest11->getResource(&destResource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ immediateContext->CopyResource(destResource, mLevelZeroTexture);
+ }
+ }
+ 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;
+ }
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+ immediateContext->CopyResource(destResource, sourceResouce);
+ }
+
+ dest11->invalidateSwizzleCache();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::useLevelZeroWorkaroundTexture(bool useLevelZeroTexture)
+{
+ if (useLevelZeroTexture && mMipLevels > 1)
+ {
+ if (!mUseLevelZeroTexture && mTexture)
+ {
+ gl::Error error = ensureTextureExists(1);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // 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);
+ }
+
+ mUseLevelZeroTexture = true;
+ }
+ else
+ {
+ if (mUseLevelZeroTexture && mLevelZeroTexture)
+ {
+ gl::Error error = ensureTextureExists(mMipLevels);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // 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);
+ }
+
+ mUseLevelZeroTexture = false;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureStorage11_2D::associateImage(Image11* image, const gl::ImageIndex &index)
+{
+ GLint level = index.mipIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ mAssociatedImages[level] = image;
+ }
+}
+
+bool TextureStorage11_2D::isAssociatedImageValid(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;
+ }
+
+ return false;
+}
+
+// disassociateImage allows an Image to end its association with a Storage.
+void TextureStorage11_2D::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ 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;
+ }
+ }
+}
+
+// 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)
+{
+ 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)
+ {
+ // Ensure that the Image is still associated with this TextureStorage. This should be true.
+ bool imageAssociationCorrect = mAssociatedImages[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[level]->recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::getResource(ID3D11Resource **outResource)
+{
+ if (mUseLevelZeroTexture && mMipLevels > 1)
+ {
+ gl::Error error = ensureTextureExists(1);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *outResource = mLevelZeroTexture;
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ gl::Error error = ensureTextureExists(mMipLevels);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error TextureStorage11_2D::getMippedResource(ID3D11Resource **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);
+}
+
+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;
+
+ // 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)
+ {
+ 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.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ 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);
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ ASSERT(!index.hasLayer());
+
+ 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->getFeatureLevel() <= D3D_FEATURE_LEVEL_9_3 && level > 0));
+
+ 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);
+
+ 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));
+
+ mLevelZeroRenderTarget = new TextureRenderTarget11(rtv, mLevelZeroTexture, NULL, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+
+ ASSERT(outRT);
+ *outRT = mLevelZeroRenderTarget;
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ 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(texture, &rtvDesc, &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);
+ }
+ 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;
+
+ ID3D11DepthStencilView *dsv;
+ HRESULT result = device->CreateDepthStencilView(texture, &dsvDesc, &dsv);
+
+ 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);
+ }
+
+ mRenderTarget[level] = new TextureRenderTarget11(dsv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(dsv);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ ASSERT(outRT);
+ *outRT = mRenderTarget[level];
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const
+{
+ ASSERT(outSRV);
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MostDetailedMip = mTopLevel + baseLevel;
+ srvDesc.Texture2D.MipLevels = mipLevels;
+
+ ID3D11Resource *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.
+
+ if (mipLevels == 1 && mMipLevels > 1)
+ {
+ // We must use a SRV on the level-zero-only texture.
+ ASSERT(mLevelZeroTexture != NULL && texture == mLevelZeroTexture);
+ srvTexture = mLevelZeroTexture;
+ }
+ else
+ {
+ ASSERT(mipLevels == static_cast<int>(mMipLevels));
+ ASSERT(mTexture != NULL && 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);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::getSwizzleTexture(ID3D11Resource **outTexture)
+{
+ ASSERT(outTexture);
+
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = 1;
+ desc.Format = mSwizzleTextureFormat;
+ 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);
+ }
+ }
+
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = NULL;
+ gl::Error error = getSwizzleTexture(&swizzleTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mSwizzleRenderTargetFormat;
+ 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);
+ }
+ }
+
+ *outRTV = mSwizzleRenderTargets[mipLevel];
+ 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->getFeatureLevel(), renderTarget))
+{
+ 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++)
+ {
+ mAssociatedImages[face][level] = NULL;
+ mRenderTarget[face][level] = NULL;
+ }
+ }
+
+ mLevelZeroTexture = NULL;
+ mUseLevelZeroTexture = false;
+
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ {
+ mLevelZeroRenderTarget[face] = NULL;
+ }
+
+ mInternalFormat = internalformat;
+
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getFeatureLevel());
+ 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);
+
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = size;
+ mTextureHeight = size;
+ 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;
+ }
+
+ initializeSerials(getLevelCount() * CUBE_FACE_COUNT, CUBE_FACE_COUNT);
+}
+
+TextureStorage11_Cube::~TextureStorage11_Cube()
+{
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ {
+ if (mAssociatedImages[face][level] != NULL)
+ {
+ 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();
+ }
+ }
+ }
+ }
+
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+ SafeRelease(mLevelZeroTexture);
+
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ {
+ SafeDelete(mLevelZeroRenderTarget[face]);
+ }
+
+ 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]);
+ }
+ }
+}
+
+TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_Cube*, storage));
+ return static_cast<TextureStorage11_Cube*>(storage);
+}
+
+UINT TextureStorage11_Cube::getSubresourceIndex(const gl::ImageIndex &index) const
+{
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround && mUseLevelZeroTexture && index.mipIndex == 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 subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
+ ASSERT(subresource != std::numeric_limits<UINT>::max());
+ return subresource;
+ }
+}
+
+gl::Error TextureStorage11_Cube::copyToStorage(TextureStorage *destStorage)
+{
+ ASSERT(destStorage);
+
+ TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(destStorage);
+
+ 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)
+ {
+ gl::Error error = dest11->useLevelZeroWorkaroundTexture(false);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *destResource = NULL;
+ error = dest11->getResource(&destResource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ immediateContext->CopyResource(destResource, mTexture);
+ }
+
+ if (mLevelZeroTexture)
+ {
+ gl::Error error = dest11->useLevelZeroWorkaroundTexture(true);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *destResource = NULL;
+ error = dest11->getResource(&destResource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ immediateContext->CopyResource(destResource, mLevelZeroTexture);
+ }
+ }
+ 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;
+ }
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+ immediateContext->CopyResource(destResource, sourceResouce);
+ }
+
+ dest11->invalidateSwizzleCache();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::useLevelZeroWorkaroundTexture(bool useLevelZeroTexture)
+{
+ if (useLevelZeroTexture && mMipLevels > 1)
+ {
+ if (!mUseLevelZeroTexture && mTexture)
+ {
+ gl::Error error = ensureTextureExists(1);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Pull data back from the mipped texture if necessary.
+ ASSERT(mLevelZeroTexture);
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ for (int face = 0; face < 6; face++)
+ {
+ context->CopySubresourceRegion(mLevelZeroTexture, D3D11CalcSubresource(0, face, 1), 0, 0, 0, mTexture, face * mMipLevels, NULL);
+ }
+ }
+
+ mUseLevelZeroTexture = true;
+ }
+ else
+ {
+ if (mUseLevelZeroTexture && mLevelZeroTexture)
+ {
+ gl::Error error = ensureTextureExists(mMipLevels);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Pull data back from the level zero texture if necessary.
+ ASSERT(mTexture);
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ for (int face = 0; face < 6; face++)
+ {
+ context->CopySubresourceRegion(mTexture, D3D11CalcSubresource(0, face, mMipLevels), 0, 0, 0, mLevelZeroTexture, face, NULL);
+ }
+ }
+
+ mUseLevelZeroTexture = false;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureStorage11_Cube::associateImage(Image11* image, const gl::ImageIndex &index)
+{
+ GLint level = index.mipIndex;
+ 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)
+ {
+ mAssociatedImages[layerTarget][level] = image;
+ }
+ }
+}
+
+bool TextureStorage11_Cube::isAssociatedImageValid(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;
+ }
+ }
+
+ return false;
+}
+
+// disassociateImage allows an Image to end its association with a Storage.
+void TextureStorage11_Cube::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ GLint level = index.mipIndex;
+ 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;
+ }
+ }
+ }
+}
+
+// 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)
+{
+ GLint level = index.mipIndex;
+ 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)
+ {
+ // 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)
+ {
+ // 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;
+ }
+ }
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::getResource(ID3D11Resource **outResource)
+{
+ if (mUseLevelZeroTexture && mMipLevels > 1)
+ {
+ gl::Error error = ensureTextureExists(1);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *outResource = mLevelZeroTexture;
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ gl::Error error = ensureTextureExists(mMipLevels);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error TextureStorage11_Cube::getMippedResource(ID3D11Resource **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);
+}
+
+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;
+
+ // 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)
+ {
+ 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.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, outputTexture);
+
+ // 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::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ int faceIndex = index.layerIndex;
+ int level = index.mipIndex;
+
+ ASSERT(level >= 0 && level < getLevelCount());
+ ASSERT(faceIndex >= 0 && faceIndex < CUBE_FACE_COUNT);
+
+ if (!mRenderTarget[faceIndex][level])
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ ID3D11Resource *texture = NULL;
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ 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.Texture2DArray.FirstArraySlice = faceIndex;
+ rtvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(mLevelZeroTexture, &rtvDesc, &rtv);
+
+ 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));
+
+ mLevelZeroRenderTarget[faceIndex] = new TextureRenderTarget11(rtv, mLevelZeroTexture, NULL, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+
+ ASSERT(outRT);
+ *outRT = mLevelZeroRenderTarget[faceIndex];
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ 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->getFeatureLevel() <= D3D_FEATURE_LEVEL_9_3)
+ {
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+ }
+ else
+ {
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; // Will be used with Texture2D sampler, not TextureCube
+ }
+
+ ID3D11ShaderResourceView *srv;
+ result = device->CreateShaderResourceView(texture, &srvDesc, &srv);
+
+ 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);
+ }
+
+ if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ rtvDesc.Texture2DArray.ArraySize = 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);
+ }
+
+ 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);
+ }
+ else if (mDepthStencilFormat != 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.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);
+ }
+
+ 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);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ ASSERT(outRT);
+ *outRT = mRenderTarget[faceIndex][level];
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const
+{
+ 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)
+ {
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = 0;
+ srvDesc.Texture2DArray.ArraySize = CUBE_FACE_COUNT;
+ }
+ else
+ {
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+ srvDesc.TextureCube.MipLevels = mipLevels;
+ srvDesc.TextureCube.MostDetailedMip = mTopLevel + baseLevel;
+ }
+
+ ID3D11Resource *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.
+
+ if (mipLevels == 1 && mMipLevels > 1)
+ {
+ // We must use a SRV on the level-zero-only texture.
+ ASSERT(mLevelZeroTexture != NULL && texture == mLevelZeroTexture);
+ srvTexture = mLevelZeroTexture;
+ }
+ else
+ {
+ ASSERT(mipLevels == static_cast<int>(mMipLevels));
+ ASSERT(mTexture != NULL && 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);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::getSwizzleTexture(ID3D11Resource **outTexture)
+{
+ ASSERT(outTexture);
+
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ 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.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);
+ }
+ }
+
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = NULL;
+ gl::Error error = getSwizzleTexture(&swizzleTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mSwizzleRenderTargetFormat;
+ 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]);
+
+ 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::Error(GL_NO_ERROR);
+}
+
+TextureStorage11_3D::TextureStorage11_3D(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
+ GLsizei width, GLsizei height, GLsizei depth, int levels)
+ : TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderer->getFeatureLevel(), renderTarget))
+{
+ mTexture = NULL;
+ mSwizzleTexture = NULL;
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mAssociatedImages[i] = NULL;
+ mLevelRenderTargets[i] = NULL;
+ mSwizzleRenderTargets[i] = NULL;
+ }
+
+ mInternalFormat = internalformat;
+
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getFeatureLevel());
+ 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);
+
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = depth;
+
+ initializeSerials(getLevelCount() * depth, depth);
+}
+
+TextureStorage11_3D::~TextureStorage11_3D()
+{
+ for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ if (mAssociatedImages[i] != NULL)
+ {
+ bool imageAssociationCorrect = mAssociatedImages[i]->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // We must let the Images recover their data before we delete it from the TextureStorage.
+ mAssociatedImages[i]->recoverFromAssociatedStorage();
+ }
+ }
+ }
+
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+
+ for (RenderTargetMap::iterator i = mLevelLayerRenderTargets.begin(); i != mLevelLayerRenderTargets.end(); i++)
+ {
+ SafeDelete(i->second);
+ }
+ mLevelLayerRenderTargets.clear();
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ SafeDelete(mLevelRenderTargets[i]);
+ SafeRelease(mSwizzleRenderTargets[i]);
+ }
+}
+
+TextureStorage11_3D *TextureStorage11_3D::makeTextureStorage11_3D(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_3D*, storage));
+ return static_cast<TextureStorage11_3D*>(storage);
+}
+
+void TextureStorage11_3D::associateImage(Image11* image, const gl::ImageIndex &index)
+{
+ GLint level = index.mipIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ mAssociatedImages[level] = image;
+ }
+}
+
+bool TextureStorage11_3D::isAssociatedImageValid(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;
+ }
+
+ return false;
+}
+
+// disassociateImage allows an Image to end its association with a Storage.
+void TextureStorage11_3D::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ 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;
+ }
+ }
+}
+
+// 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)
+{
+ 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)
+ {
+ // Ensure that the Image is still associated with this TextureStorage. This should be true.
+ bool imageAssociationCorrect = mAssociatedImages[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[level]->recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_3D::getResource(ID3D11Resource **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)
+ {
+ 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.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ 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);
+ }
+ }
+
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_3D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const
+{
+ ASSERT(outSRV);
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
+ srvDesc.Texture3D.MostDetailedMip = baseLevel;
+ srvDesc.Texture3D.MipLevels = mipLevels;
+
+ 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);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ int mipLevel = index.mipIndex;
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ ASSERT(mRenderTargetFormat != DXGI_FORMAT_UNKNOWN);
+
+ if (!index.hasLayer())
+ {
+ if (!mLevelRenderTargets[mipLevel])
+ {
+ ID3D11Resource *texture = NULL;
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11ShaderResourceView *srv = NULL;
+ error = getSRVLevel(mipLevel, &srv);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ 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);
+ }
+
+ mLevelRenderTargets[mipLevel] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), getLevelDepth(mipLevel), 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+
+ ASSERT(outRT);
+ *outRT = mLevelRenderTargets[mipLevel];
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ int layer = index.layerIndex;
+
+ LevelLayerKey key(mipLevel, layer);
+ if (mLevelLayerRenderTargets.find(key) == mLevelLayerRenderTargets.end())
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ 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));
+
+ mLevelLayerRenderTargets[key] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+
+ ASSERT(outRT);
+ *outRT = mLevelLayerRenderTargets[key];
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error TextureStorage11_3D::getSwizzleTexture(ID3D11Resource **outTexture)
+{
+ ASSERT(outTexture);
+
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ 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.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);
+ }
+ }
+
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_3D::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = NULL;
+ gl::Error error = getSwizzleTexture(&swizzleTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mSwizzleRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
+ rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture3D.FirstWSlice = 0;
+ 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);
+ }
+ }
+
+ *outRTV = mSwizzleRenderTargets[mipLevel];
+ return gl::Error(GL_NO_ERROR);
+}
+
+TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
+ GLsizei width, GLsizei height, GLsizei depth, int levels)
+ : TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderer->getFeatureLevel(), renderTarget))
+{
+ 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->getFeatureLevel());
+ 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);
+
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = depth;
+
+ initializeSerials(getLevelCount() * depth, depth);
+}
+
+TextureStorage11_2DArray::~TextureStorage11_2DArray()
+{
+ for (ImageMap::iterator i = mAssociatedImages.begin(); i != mAssociatedImages.end(); i++)
+ {
+ if (i->second)
+ {
+ bool imageAssociationCorrect = i->second->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // We must let the Images recover their data before we delete it from the TextureStorage.
+ i->second->recoverFromAssociatedStorage();
+ }
+ }
+ }
+ mAssociatedImages.clear();
+
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ SafeRelease(mSwizzleRenderTargets[level]);
+ }
+
+ for (RenderTargetMap::iterator i = mRenderTargets.begin(); i != mRenderTargets.end(); i++)
+ {
+ SafeDelete(i->second);
+ }
+ mRenderTargets.clear();
+}
+
+TextureStorage11_2DArray *TextureStorage11_2DArray::makeTextureStorage11_2DArray(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2DArray*, storage));
+ return static_cast<TextureStorage11_2DArray*>(storage);
+}
+
+void TextureStorage11_2DArray::associateImage(Image11* image, const gl::ImageIndex &index)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ ASSERT(0 <= level && level < getLevelCount());
+
+ if (0 <= level && level < getLevelCount())
+ {
+ LevelLayerKey key(level, layerTarget);
+ mAssociatedImages[key] = image;
+ }
+}
+
+bool TextureStorage11_2DArray::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ LevelLayerKey key(level, layerTarget);
+
+ // 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)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ LevelLayerKey key(level, layerTarget);
+
+ bool imageAssociationCorrect = (mAssociatedImages.find(key) != mAssociatedImages.end() && (mAssociatedImages[key] == expectedImage));
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ mAssociatedImages[key] = NULL;
+ }
+}
+
+// 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)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ LevelLayerKey key(level, layerTarget);
+
+ if (mAssociatedImages.find(key) != mAssociatedImages.end())
+ {
+ if (mAssociatedImages[key] != NULL && 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);
+
+ 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;
+ }
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2DArray::getResource(ID3D11Resource **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)
+ {
+ 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.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
+
+ // this can happen from windows TDR
+ if (d3d11::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ 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);
+ }
+ }
+
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2DArray::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const
+{
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
+ srvDesc.Texture2DArray.MipLevels = mipLevels;
+ srvDesc.Texture2DArray.FirstArraySlice = 0;
+ srvDesc.Texture2DArray.ArraySize = mTextureDepth;
+
+ 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);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2DArray::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ ASSERT(index.hasLayer());
+
+ int mipLevel = index.mipIndex;
+ int layer = index.layerIndex;
+
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ LevelLayerKey key(mipLevel, layer);
+ if (mRenderTargets.find(key) == mRenderTargets.end())
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ ID3D11Resource *texture = NULL;
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ 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))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal shader resource view for texture storage, result: 0x%X.", result);
+ }
+
+ if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture2DArray.FirstArraySlice = layer;
+ rtvDesc.Texture2DArray.ArraySize = 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);
+ }
+
+ 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);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ ASSERT(outRT);
+ *outRT = mRenderTargets[key];
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2DArray::getSwizzleTexture(ID3D11Resource **outTexture)
+{
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = mTextureDepth;
+ desc.Format = mSwizzleTextureFormat;
+ 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);
+ }
+ }
+
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2DArray::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = NULL;
+ gl::Error error = getSwizzleTexture(&swizzleTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mSwizzleRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture2DArray.FirstArraySlice = 0;
+ rtvDesc.Texture2DArray.ArraySize = mTextureDepth;
+
+ 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);
+ }
+ }
+
+ *outRTV = mSwizzleRenderTargets[mipLevel];
+ return gl::Error(GL_NO_ERROR);
+}
+
+}