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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.cpp457
1 files changed, 457 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.cpp
new file mode 100644
index 0000000000..6aa75ae5bd
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.cpp
@@ -0,0 +1,457 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderTarget11.cpp: Implements a DX11-specific wrapper for ID3D11View pointers
+// retained by Renderbuffers.
+
+#include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+
+#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
+#include "libGLESv2/main.h"
+
+namespace rx
+{
+
+static bool getTextureProperties(ID3D11Resource *resource, unsigned int *mipLevels, unsigned int *samples)
+{
+ ID3D11Texture1D *texture1D = d3d11::DynamicCastComObject<ID3D11Texture1D>(resource);
+ if (texture1D)
+ {
+ D3D11_TEXTURE1D_DESC texDesc;
+ texture1D->GetDesc(&texDesc);
+ SafeRelease(texture1D);
+
+ *mipLevels = texDesc.MipLevels;
+ *samples = 0;
+
+ return true;
+ }
+
+ ID3D11Texture2D *texture2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource);
+ if (texture2D)
+ {
+ D3D11_TEXTURE2D_DESC texDesc;
+ texture2D->GetDesc(&texDesc);
+ SafeRelease(texture2D);
+
+ *mipLevels = texDesc.MipLevels;
+ *samples = texDesc.SampleDesc.Count > 1 ? texDesc.SampleDesc.Count : 0;
+
+ return true;
+ }
+
+ ID3D11Texture3D *texture3D = d3d11::DynamicCastComObject<ID3D11Texture3D>(resource);
+ if (texture3D)
+ {
+ D3D11_TEXTURE3D_DESC texDesc;
+ texture3D->GetDesc(&texDesc);
+ SafeRelease(texture3D);
+
+ *mipLevels = texDesc.MipLevels;
+ *samples = 0;
+
+ return true;
+ }
+
+ return false;
+}
+
+static unsigned int getRTVSubresourceIndex(ID3D11Resource *resource, ID3D11RenderTargetView *view)
+{
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ view->GetDesc(&rtvDesc);
+
+ unsigned int mipSlice = 0;
+ unsigned int arraySlice = 0;
+
+ switch (rtvDesc.ViewDimension)
+ {
+ case D3D11_RTV_DIMENSION_TEXTURE1D:
+ mipSlice = rtvDesc.Texture1D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE1DARRAY:
+ mipSlice = rtvDesc.Texture1DArray.MipSlice;
+ arraySlice = rtvDesc.Texture1DArray.FirstArraySlice;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE2D:
+ mipSlice = rtvDesc.Texture2D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE2DARRAY:
+ mipSlice = rtvDesc.Texture2DArray.MipSlice;
+ arraySlice = rtvDesc.Texture2DArray.FirstArraySlice;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE2DMS:
+ mipSlice = 0;
+ arraySlice = 0;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY:
+ mipSlice = 0;
+ arraySlice = rtvDesc.Texture2DMSArray.FirstArraySlice;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE3D:
+ mipSlice = rtvDesc.Texture3D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_RTV_DIMENSION_UNKNOWN:
+ case D3D11_RTV_DIMENSION_BUFFER:
+ UNIMPLEMENTED();
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ unsigned int mipLevels, samples;
+ getTextureProperties(resource, &mipLevels, &samples);
+
+ return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels);
+}
+
+static unsigned int getDSVSubresourceIndex(ID3D11Resource *resource, ID3D11DepthStencilView *view)
+{
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ view->GetDesc(&dsvDesc);
+
+ unsigned int mipSlice = 0;
+ unsigned int arraySlice = 0;
+
+ switch (dsvDesc.ViewDimension)
+ {
+ case D3D11_DSV_DIMENSION_TEXTURE1D:
+ mipSlice = dsvDesc.Texture1D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE1DARRAY:
+ mipSlice = dsvDesc.Texture1DArray.MipSlice;
+ arraySlice = dsvDesc.Texture1DArray.FirstArraySlice;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE2D:
+ mipSlice = dsvDesc.Texture2D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE2DARRAY:
+ mipSlice = dsvDesc.Texture2DArray.MipSlice;
+ arraySlice = dsvDesc.Texture2DArray.FirstArraySlice;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE2DMS:
+ mipSlice = 0;
+ arraySlice = 0;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY:
+ mipSlice = 0;
+ arraySlice = dsvDesc.Texture2DMSArray.FirstArraySlice;
+ break;
+
+ case D3D11_DSV_DIMENSION_UNKNOWN:
+ UNIMPLEMENTED();
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ unsigned int mipLevels, samples;
+ getTextureProperties(resource, &mipLevels, &samples);
+
+ return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels);
+}
+
+RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11RenderTargetView *rtv, ID3D11Resource *resource,
+ ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height, GLsizei depth)
+{
+ mRenderer = Renderer11::makeRenderer11(renderer);
+
+ mTexture = resource;
+ if (mTexture)
+ {
+ mTexture->AddRef();
+ }
+
+ mRenderTarget = rtv;
+ if (mRenderTarget)
+ {
+ mRenderTarget->AddRef();
+ }
+
+ mDepthStencil = NULL;
+
+ mShaderResource = srv;
+ if (mShaderResource)
+ {
+ mShaderResource->AddRef();
+ }
+
+ mSubresourceIndex = 0;
+
+ if (mRenderTarget && mTexture)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC desc;
+ mRenderTarget->GetDesc(&desc);
+
+ unsigned int mipLevels, samples;
+ getTextureProperties(mTexture, &mipLevels, &samples);
+
+ mSubresourceIndex = getRTVSubresourceIndex(mTexture, mRenderTarget);
+ mWidth = width;
+ mHeight = height;
+ mDepth = depth;
+ mSamples = samples;
+
+ mInternalFormat = d3d11_gl::GetInternalFormat(desc.Format);
+ mActualFormat = d3d11_gl::GetInternalFormat(desc.Format);
+ }
+}
+
+RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11DepthStencilView *dsv, ID3D11Resource *resource,
+ ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height, GLsizei depth)
+{
+ mRenderer = Renderer11::makeRenderer11(renderer);
+
+ mTexture = resource;
+ if (mTexture)
+ {
+ mTexture->AddRef();
+ }
+
+ mRenderTarget = NULL;
+
+ mDepthStencil = dsv;
+ if (mDepthStencil)
+ {
+ mDepthStencil->AddRef();
+ }
+
+ mShaderResource = srv;
+ if (mShaderResource)
+ {
+ mShaderResource->AddRef();
+ }
+
+ mSubresourceIndex = 0;
+
+ if (mDepthStencil && mTexture)
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC desc;
+ mDepthStencil->GetDesc(&desc);
+
+ unsigned int mipLevels, samples;
+ getTextureProperties(mTexture, &mipLevels, &samples);
+
+ mSubresourceIndex = getDSVSubresourceIndex(mTexture, mDepthStencil);
+ mWidth = width;
+ mHeight = height;
+ mDepth = depth;
+ mSamples = samples;
+
+ mInternalFormat = d3d11_gl::GetInternalFormat(desc.Format);
+ mActualFormat = d3d11_gl::GetInternalFormat(desc.Format);
+ }
+}
+
+RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height, GLenum internalFormat, GLsizei samples)
+{
+ mRenderer = Renderer11::makeRenderer11(renderer);
+ mTexture = NULL;
+ mRenderTarget = NULL;
+ mDepthStencil = NULL;
+ mShaderResource = NULL;
+
+ DXGI_FORMAT texFormat = gl_d3d11::GetTexFormat(internalFormat);
+ DXGI_FORMAT srvFormat = gl_d3d11::GetSRVFormat(internalFormat);
+ DXGI_FORMAT rtvFormat = gl_d3d11::GetRTVFormat(internalFormat);
+ DXGI_FORMAT dsvFormat = gl_d3d11::GetDSVFormat(internalFormat);
+
+ DXGI_FORMAT multisampleFormat = (dsvFormat != DXGI_FORMAT_UNKNOWN ? dsvFormat : rtvFormat);
+ int supportedSamples = mRenderer->getNearestSupportedSamples(multisampleFormat, samples);
+ if (supportedSamples < 0)
+ {
+ gl::error(GL_OUT_OF_MEMORY);
+ return;
+ }
+
+ if (width > 0 && height > 0)
+ {
+ // Create texture resource
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = texFormat;
+ desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ // If a rendertarget or depthstencil format exists for this texture format,
+ // we'll flag it to allow binding that way. Shader resource views are a little
+ // more complicated.
+ bool bindRTV = false, bindDSV = false, bindSRV = false;
+ bindRTV = (rtvFormat != DXGI_FORMAT_UNKNOWN);
+ bindDSV = (dsvFormat != DXGI_FORMAT_UNKNOWN);
+ if (srvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ // Multisample targets flagged for binding as depth stencil cannot also be
+ // flagged for binding as SRV, so make certain not to add the SRV flag for
+ // these targets.
+ bindSRV = !(dsvFormat != DXGI_FORMAT_UNKNOWN && desc.SampleDesc.Count > 1);
+ }
+
+ desc.BindFlags = (bindRTV ? D3D11_BIND_RENDER_TARGET : 0) |
+ (bindDSV ? D3D11_BIND_DEPTH_STENCIL : 0) |
+ (bindSRV ? D3D11_BIND_SHADER_RESOURCE : 0);
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11Texture2D *texture = NULL;
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &texture);
+ mTexture = texture;
+
+ if (result == E_OUTOFMEMORY)
+ {
+ gl::error(GL_OUT_OF_MEMORY);
+ return;
+ }
+ ASSERT(SUCCEEDED(result));
+
+ if (bindSRV)
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = srvFormat;
+ srvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ srvDesc.Texture2D.MipLevels = 1;
+ result = device->CreateShaderResourceView(mTexture, &srvDesc, &mShaderResource);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ SafeRelease(mTexture);
+ gl::error(GL_OUT_OF_MEMORY);
+ return;
+ }
+ ASSERT(SUCCEEDED(result));
+ }
+
+ if (bindDSV)
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = dsvFormat;
+ dsvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_DSV_DIMENSION_TEXTURE2D : D3D11_DSV_DIMENSION_TEXTURE2DMS;
+ dsvDesc.Texture2D.MipSlice = 0;
+ dsvDesc.Flags = 0;
+ result = device->CreateDepthStencilView(mTexture, &dsvDesc, &mDepthStencil);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ SafeRelease(mTexture);
+ SafeRelease(mShaderResource);
+ gl::error(GL_OUT_OF_MEMORY);
+ return;
+ }
+ ASSERT(SUCCEEDED(result));
+ }
+
+ if (bindRTV)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = rtvFormat;
+ rtvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_RTV_DIMENSION_TEXTURE2D : D3D11_RTV_DIMENSION_TEXTURE2DMS;
+ rtvDesc.Texture2D.MipSlice = 0;
+ result = device->CreateRenderTargetView(mTexture, &rtvDesc, &mRenderTarget);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ SafeRelease(mTexture);
+ SafeRelease(mShaderResource);
+ SafeRelease(mDepthStencil);
+ gl::error(GL_OUT_OF_MEMORY);
+ return;
+ }
+ ASSERT(SUCCEEDED(result));
+
+ if (gl_d3d11::RequiresTextureDataInitialization(internalFormat))
+ {
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ const float clearValues[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ context->ClearRenderTargetView(mRenderTarget, clearValues);
+ }
+ }
+ }
+
+ mWidth = width;
+ mHeight = height;
+ mDepth = 1;
+ mInternalFormat = internalFormat;
+ mSamples = supportedSamples;
+ mActualFormat = d3d11_gl::GetInternalFormat(texFormat);
+ mSubresourceIndex = D3D11CalcSubresource(0, 0, 1);
+}
+
+RenderTarget11::~RenderTarget11()
+{
+ SafeRelease(mTexture);
+ SafeRelease(mRenderTarget);
+ SafeRelease(mDepthStencil);
+ SafeRelease(mShaderResource);
+}
+
+RenderTarget11 *RenderTarget11::makeRenderTarget11(RenderTarget *target)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(rx::RenderTarget11*, target));
+ return static_cast<rx::RenderTarget11*>(target);
+}
+
+void RenderTarget11::invalidate(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ // Currently a no-op
+}
+
+ID3D11Resource *RenderTarget11::getTexture() const
+{
+ return mTexture;
+}
+
+ID3D11RenderTargetView *RenderTarget11::getRenderTargetView() const
+{
+ return mRenderTarget;
+}
+
+ID3D11DepthStencilView *RenderTarget11::getDepthStencilView() const
+{
+ return mDepthStencil;
+}
+
+ID3D11ShaderResourceView *RenderTarget11::getShaderResourceView() const
+{
+ return mShaderResource;
+}
+
+unsigned int RenderTarget11::getSubresourceIndex() const
+{
+ return mSubresourceIndex;
+}
+
+}