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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp108
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.h38
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp88
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.h8
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp19
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.h2
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Fence11.cpp214
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Fence11.h48
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Image11.cpp549
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Image11.h40
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/IndexBuffer11.h2
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.cpp14
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp116
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.h12
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Query11.cpp3
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Query11.h4
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.cpp15
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.h3
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.cpp327
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.h84
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp1298
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h152
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp169
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.h10
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp1817
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.h177
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexArray11.h4
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.cpp13
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h4
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp2
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp94
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.h6
32 files changed, 3044 insertions, 2396 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp
index d43e65ea78..06aea9befe 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp
@@ -172,7 +172,7 @@ static void Write3DVertices(const gl::Box &sourceArea, const gl::Extents &source
*outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
}
-Blit11::Blit11(rx::Renderer11 *renderer)
+Blit11::Blit11(Renderer11 *renderer)
: mRenderer(renderer), mBlitShaderMap(compareBlitParameters), mSwizzleShaderMap(compareSwizzleParameters),
mVertexBuffer(NULL), mPointSampler(NULL), mLinearSampler(NULL), mScissorEnabledRasterizerState(NULL),
mScissorDisabledRasterizerState(NULL), mDepthStencilState(NULL),
@@ -209,7 +209,7 @@ Blit11::Blit11(rx::Renderer11 *renderer)
pointSamplerDesc.BorderColor[2] = 0.0f;
pointSamplerDesc.BorderColor[3] = 0.0f;
pointSamplerDesc.MinLOD = 0.0f;
- pointSamplerDesc.MaxLOD = mRenderer->isLevel9() ? FLT_MAX : 0.0f;
+ pointSamplerDesc.MaxLOD = mRenderer->isLevel9() ? D3D11_FLOAT32_MAX : 0.0f;
result = device->CreateSamplerState(&pointSamplerDesc, &mPointSampler);
ASSERT(SUCCEEDED(result));
@@ -228,7 +228,7 @@ Blit11::Blit11(rx::Renderer11 *renderer)
linearSamplerDesc.BorderColor[2] = 0.0f;
linearSamplerDesc.BorderColor[3] = 0.0f;
linearSamplerDesc.MinLOD = 0.0f;
- linearSamplerDesc.MaxLOD = mRenderer->isLevel9() ? FLT_MAX : 0.0f;
+ linearSamplerDesc.MaxLOD = mRenderer->isLevel9() ? D3D11_FLOAT32_MAX : 0.0f;
result = device->CreateSamplerState(&linearSamplerDesc, &mLinearSampler);
ASSERT(SUCCEEDED(result));
@@ -468,8 +468,7 @@ gl::Error Blit11::swizzleTexture(ID3D11ShaderResourceView *source, ID3D11RenderT
deviceContext->GSSetShader(shader.mGeometryShader, NULL, 0);
// Unset the currently bound shader resource to avoid conflicts
- ID3D11ShaderResourceView *const nullSRV = NULL;
- deviceContext->PSSetShaderResources(0, 1, &nullSRV);
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
// Apply render target
mRenderer->setOneTimeRenderTarget(dest);
@@ -485,7 +484,7 @@ gl::Error Blit11::swizzleTexture(ID3D11ShaderResourceView *source, ID3D11RenderT
deviceContext->RSSetViewports(1, &viewport);
// Apply textures
- deviceContext->PSSetShaderResources(0, 1, &source);
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, source);
// Apply samplers
deviceContext->PSSetSamplers(0, 1, &mPointSampler);
@@ -494,7 +493,7 @@ gl::Error Blit11::swizzleTexture(ID3D11ShaderResourceView *source, ID3D11RenderT
deviceContext->Draw(drawCount, 0);
// Unbind textures and render targets and vertex buffer
- deviceContext->PSSetShaderResources(0, 1, &nullSRV);
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
mRenderer->unapplyRenderTargets();
@@ -507,9 +506,9 @@ gl::Error Blit11::swizzleTexture(ID3D11ShaderResourceView *source, ID3D11RenderT
return gl::Error(GL_NO_ERROR);
}
-bool Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
- ID3D11RenderTargetView *dest, const gl::Box &destArea, const gl::Extents &destSize,
- const gl::Rectangle *scissor, GLenum destFormat, GLenum filter)
+gl::Error Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11RenderTargetView *dest, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor, GLenum destFormat, GLenum filter)
{
HRESULT result;
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
@@ -531,7 +530,7 @@ bool Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &source
if (i == mBlitShaderMap.end())
{
UNREACHABLE();
- return false;
+ return gl::Error(GL_OUT_OF_MEMORY, "Could not find appropriate shader for internal texture blit.");
}
const Shader& shader = i->second;
@@ -541,8 +540,7 @@ bool Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &source
result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
- ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
- return false;
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for texture copy, HRESULT: 0x%X.", result);
}
UINT stride = 0;
@@ -587,8 +585,7 @@ bool Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &source
deviceContext->GSSetShader(shader.mGeometryShader, NULL, 0);
// Unset the currently bound shader resource to avoid conflicts
- ID3D11ShaderResourceView *const nullSRV = NULL;
- deviceContext->PSSetShaderResources(0, 1, &nullSRV);
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
// Apply render target
mRenderer->setOneTimeRenderTarget(dest);
@@ -604,7 +601,7 @@ bool Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &source
deviceContext->RSSetViewports(1, &viewport);
// Apply textures
- deviceContext->PSSetShaderResources(0, 1, &source);
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, source);
// Apply samplers
ID3D11SamplerState *sampler = NULL;
@@ -612,7 +609,10 @@ bool Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &source
{
case GL_NEAREST: sampler = mPointSampler; break;
case GL_LINEAR: sampler = mLinearSampler; break;
- default: UNREACHABLE(); return false;
+
+ default:
+ UNREACHABLE();
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal error, unknown blit filter mode.");
}
deviceContext->PSSetSamplers(0, 1, &sampler);
@@ -620,7 +620,7 @@ bool Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &source
deviceContext->Draw(drawCount, 0);
// Unbind textures and render targets and vertex buffer
- deviceContext->PSSetShaderResources(0, 1, &nullSRV);
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
mRenderer->unapplyRenderTargets();
@@ -630,21 +630,21 @@ bool Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &source
mRenderer->markAllStateDirty();
- return true;
+ return gl::Error(GL_NO_ERROR);
}
-bool Blit11::copyStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
- ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
- const gl::Rectangle *scissor)
+gl::Error Blit11::copyStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor)
{
return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize,
dest, destSubresource, destArea, destSize,
scissor, true);
}
-bool Blit11::copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
- ID3D11DepthStencilView *dest, const gl::Box &destArea, const gl::Extents &destSize,
- const gl::Rectangle *scissor)
+gl::Error Blit11::copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11DepthStencilView *dest, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor)
{
HRESULT result;
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
@@ -654,8 +654,7 @@ bool Blit11::copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceAr
result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
- ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
- return false;
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for texture copy, HRESULT: 0x%X.", result);
}
UINT stride = 0;
@@ -700,8 +699,7 @@ bool Blit11::copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceAr
deviceContext->GSSetShader(NULL, NULL, 0);
// Unset the currently bound shader resource to avoid conflicts
- ID3D11ShaderResourceView *const nullSRV = NULL;
- deviceContext->PSSetShaderResources(0, 1, &nullSRV);
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
// Apply render target
deviceContext->OMSetRenderTargets(0, NULL, dest);
@@ -717,7 +715,7 @@ bool Blit11::copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceAr
deviceContext->RSSetViewports(1, &viewport);
// Apply textures
- deviceContext->PSSetShaderResources(0, 1, &source);
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, source);
// Apply samplers
deviceContext->PSSetSamplers(0, 1, &mPointSampler);
@@ -726,7 +724,7 @@ bool Blit11::copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceAr
deviceContext->Draw(drawCount, 0);
// Unbind textures and render targets and vertex buffer
- deviceContext->PSSetShaderResources(0, 1, &nullSRV);
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
mRenderer->unapplyRenderTargets();
@@ -736,21 +734,21 @@ bool Blit11::copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceAr
mRenderer->markAllStateDirty();
- return true;
+ return gl::Error(GL_NO_ERROR);
}
-bool Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
- ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
- const gl::Rectangle *scissor)
+gl::Error Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor)
{
return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize,
dest, destSubresource, destArea, destSize,
scissor, false);
}
-bool Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
- ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
- const gl::Rectangle *scissor, bool stencilOnly)
+gl::Error Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor, bool stencilOnly)
{
ID3D11Device *device = mRenderer->getDevice();
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
@@ -764,7 +762,7 @@ bool Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubreso
{
SafeRelease(sourceStaging);
SafeRelease(destStaging);
- return false;
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal staging textures for depth stencil blit.");
}
DXGI_FORMAT format = GetTextureFormat(source);
@@ -785,23 +783,23 @@ bool Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubreso
dxgiFormatInfo.depthBits % 8 == 0);
}
- D3D11_MAPPED_SUBRESOURCE sourceMapping, destMapping;
- deviceContext->Map(sourceStaging, 0, D3D11_MAP_READ, 0, &sourceMapping);
- deviceContext->Map(destStaging, 0, D3D11_MAP_WRITE, 0, &destMapping);
+ D3D11_MAPPED_SUBRESOURCE sourceMapping;
+ HRESULT result = deviceContext->Map(sourceStaging, 0, D3D11_MAP_READ, 0, &sourceMapping);
+ if (FAILED(result))
+ {
+ SafeRelease(sourceStaging);
+ SafeRelease(destStaging);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal source staging texture for depth stencil blit, HRESULT: 0x%X.", result);
+ }
- if (!sourceMapping.pData || !destMapping.pData)
+ D3D11_MAPPED_SUBRESOURCE destMapping;
+ result = deviceContext->Map(destStaging, 0, D3D11_MAP_WRITE, 0, &destMapping);
+ if (FAILED(result))
{
- if (!sourceMapping.pData)
- {
- deviceContext->Unmap(sourceStaging, 0);
- }
- if (!destMapping.pData)
- {
- deviceContext->Unmap(destStaging, 0);
- }
+ deviceContext->Unmap(sourceStaging, 0);
SafeRelease(sourceStaging);
SafeRelease(destStaging);
- return false;
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal destination staging texture for depth stencil blit, HRESULT: 0x%X.", result);
}
gl::Rectangle clippedDestArea(destArea.x, destArea.y, destArea.width, destArea.height);
@@ -880,7 +878,7 @@ bool Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubreso
SafeRelease(sourceStaging);
SafeRelease(destStaging);
- return true;
+ return gl::Error(GL_NO_ERROR);
}
bool Blit11::compareBlitParameters(const Blit11::BlitParameters &a, const Blit11::BlitParameters &b)
@@ -1001,12 +999,12 @@ void Blit11::buildShaderMap()
add3DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DI, "Blit11 3D I RGBA pixel shader" ));
add3DBlitShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D BGRA pixel shader" ));
add3DBlitShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3D, "Blit11 3D RGB pixel shader" ));
- add3DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG3D, "Blit11 3D RG pixel shader" ));
add3DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3DUI, "Blit11 3D RGB UI pixel shader" ));
add3DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB3DI, "Blit11 3D RGB I pixel shader" ));
- add3DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR3D, "Blit11 3D R pixel shader" ));
+ add3DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG3D, "Blit11 3D RG pixel shader" ));
add3DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG3DUI, "Blit11 3D RG UI pixel shader" ));
add3DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG3DI, "Blit11 3D RG I pixel shader" ));
+ add3DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR3D, "Blit11 3D R pixel shader" ));
add3DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR3DUI, "Blit11 3D R UI pixel shader" ));
add3DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR3DI, "Blit11 3D R I pixel shader" ));
add3DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D alpha pixel shader" ));
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.h
index d6a0b795f4..821fa9d0cc 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.h
@@ -19,12 +19,6 @@ namespace rx
{
class Renderer11;
-enum Filter
-{
- Point,
- Linear,
-};
-
class Blit11
{
public:
@@ -34,24 +28,24 @@ class Blit11
gl::Error swizzleTexture(ID3D11ShaderResourceView *source, ID3D11RenderTargetView *dest, const gl::Extents &size,
GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha);
- bool copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
- ID3D11RenderTargetView *dest, const gl::Box &destArea, const gl::Extents &destSize,
- const gl::Rectangle *scissor, GLenum destFormat, GLenum filter);
-
- bool copyStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
- ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
- const gl::Rectangle *scissor);
+ gl::Error copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11RenderTargetView *dest, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor, GLenum destFormat, GLenum filter);
- bool copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
- ID3D11DepthStencilView *dest, const gl::Box &destArea, const gl::Extents &destSize,
- const gl::Rectangle *scissor);
-
- bool copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ gl::Error copyStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
const gl::Rectangle *scissor);
+ gl::Error copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11DepthStencilView *dest, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor);
+
+ gl::Error copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor);
+
private:
- rx::Renderer11 *mRenderer;
+ Renderer11 *mRenderer;
struct BlitParameters
{
@@ -60,9 +54,9 @@ class Blit11
bool m3DBlit;
};
- bool copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
- ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
- const gl::Rectangle *scissor, bool stencilOnly);
+ gl::Error copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor, bool stencilOnly);
static bool compareBlitParameters(const BlitParameters &a, const BlitParameters &b);
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp
index ecd4d4672b..5aab37938f 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp
@@ -86,7 +86,7 @@ class Buffer11::BufferStorage11
virtual bool copyFromStorage(BufferStorage11 *source, size_t sourceOffset,
size_t size, size_t destOffset) = 0;
- virtual bool resize(size_t size, bool preserveData) = 0;
+ virtual gl::Error resize(size_t size, bool preserveData) = 0;
virtual void *map(size_t offset, size_t length, GLbitfield access) = 0;
virtual void unmap() = 0;
@@ -112,17 +112,17 @@ class Buffer11::NativeBuffer11 : public Buffer11::BufferStorage11
virtual bool copyFromStorage(BufferStorage11 *source, size_t sourceOffset,
size_t size, size_t destOffset);
- virtual bool resize(size_t size, bool preserveData);
+ virtual gl::Error resize(size_t size, bool preserveData);
virtual void *map(size_t offset, size_t length, GLbitfield access);
virtual void unmap();
- bool setData(D3D11_MAP mapMode, const uint8_t *data, size_t size, size_t offset);
+ gl::Error setData(D3D11_MAP mapMode, const uint8_t *data, size_t size, size_t offset);
private:
ID3D11Buffer *mNativeBuffer;
- static void fillBufferDesc(D3D11_BUFFER_DESC* bufferDesc, Renderer *renderer, BufferUsage usage, unsigned int bufferSize);
+ static void fillBufferDesc(D3D11_BUFFER_DESC* bufferDesc, Renderer11 *renderer, BufferUsage usage, unsigned int bufferSize);
};
// Pack storage represents internal storage for pack buffers. We implement pack buffers
@@ -135,7 +135,7 @@ class Buffer11::PackStorage11 : public Buffer11::BufferStorage11
virtual bool copyFromStorage(BufferStorage11 *source, size_t sourceOffset,
size_t size, size_t destOffset);
- virtual bool resize(size_t size, bool preserveData);
+ virtual gl::Error resize(size_t size, bool preserveData);
virtual void *map(size_t offset, size_t length, GLbitfield access);
virtual void unmap();
@@ -144,7 +144,7 @@ class Buffer11::PackStorage11 : public Buffer11::BufferStorage11
private:
- void flushQueuedPackCommand();
+ gl::Error flushQueuedPackCommand();
ID3D11Texture2D *mStagingTexture;
DXGI_FORMAT mTextureFormat;
@@ -195,14 +195,14 @@ gl::Error Buffer11::setData(const void *data, size_t size, GLenum usage)
return error;
}
-void *Buffer11::getData()
+gl::Error Buffer11::getData(const uint8_t **outData)
{
NativeBuffer11 *stagingBuffer = getStagingBuffer();
if (!stagingBuffer)
{
// Out-of-memory
- return NULL;
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get internal staging buffer.");
}
if (stagingBuffer->getDataRevision() > mResolvedDataRevision)
@@ -211,7 +211,7 @@ void *Buffer11::getData()
{
if (!mResolvedData.resize(stagingBuffer->getSize()))
{
- return gl::error(GL_OUT_OF_MEMORY, (void*)NULL);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to resize data resolve buffer.");
}
}
@@ -221,7 +221,7 @@ void *Buffer11::getData()
HRESULT result = context->Map(stagingBuffer->getNativeBuffer(), 0, D3D11_MAP_READ, 0, &mappedResource);
if (FAILED(result))
{
- return gl::error(GL_OUT_OF_MEMORY, (void*)NULL);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal buffer, result: 0x%X.", result);
}
memcpy(mResolvedData.data(), mappedResource.pData, stagingBuffer->getSize());
@@ -238,13 +238,14 @@ void *Buffer11::getData()
{
if (!mResolvedData.resize(mSize))
{
- return gl::error(GL_OUT_OF_MEMORY, (void*)NULL);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to resize data resolve buffer.");
}
}
ASSERT(mResolvedData.size() >= mSize);
- return mResolvedData.data();
+ *outData = mResolvedData.data();
+ return gl::Error(GL_NO_ERROR);
}
gl::Error Buffer11::setSubData(const void *data, size_t size, size_t offset)
@@ -265,15 +266,17 @@ gl::Error Buffer11::setSubData(const void *data, size_t size, size_t offset)
if (stagingBuffer->getSize() < requiredSize)
{
bool preserveData = (offset > 0);
- if (!stagingBuffer->resize(requiredSize, preserveData))
+ gl::Error error = stagingBuffer->resize(requiredSize, preserveData);
+ if (error.isError())
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to resize internal staging buffer.");
+ return error;
}
}
- if (!stagingBuffer->setData(D3D11_MAP_WRITE, reinterpret_cast<const uint8_t *>(data), size, offset))
+ gl::Error error = stagingBuffer->setData(D3D11_MAP_WRITE, reinterpret_cast<const uint8_t *>(data), size, offset);
+ if (error.isError())
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to set data on internal staging buffer.");
+ return error;
}
stagingBuffer->setDataRevision(stagingBuffer->getDataRevision() + 1);
@@ -411,7 +414,7 @@ void Buffer11::markBufferUsage()
}
}
-Renderer* Buffer11::getRenderer()
+RendererD3D* Buffer11::getRenderer()
{
return mRenderer;
}
@@ -527,7 +530,7 @@ Buffer11::BufferStorage11 *Buffer11::getBufferStorage(BufferUsage usage)
// resize buffer
if (directBuffer->getSize() < mSize)
{
- if (!directBuffer->resize(mSize, true))
+ if (directBuffer->resize(mSize, true).isError())
{
// Out of memory error
return NULL;
@@ -667,6 +670,9 @@ bool Buffer11::NativeBuffer11::copyFromStorage(BufferStorage11 *source, size_t s
// Offset bounds are validated at the API layer
ASSERT(sourceOffset + size <= destOffset + mBufferSize);
memcpy(destPointer, sourcePointer, size);
+
+ context->Unmap(mNativeBuffer, 0);
+ source->unmap();
}
else
{
@@ -689,7 +695,7 @@ bool Buffer11::NativeBuffer11::copyFromStorage(BufferStorage11 *source, size_t s
return createBuffer;
}
-bool Buffer11::NativeBuffer11::resize(size_t size, bool preserveData)
+gl::Error Buffer11::NativeBuffer11::resize(size_t size, bool preserveData)
{
ID3D11Device *device = mRenderer->getDevice();
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
@@ -702,7 +708,7 @@ bool Buffer11::NativeBuffer11::resize(size_t size, bool preserveData)
if (FAILED(result))
{
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer, result: 0x%X.", result);
}
if (mNativeBuffer && preserveData)
@@ -727,10 +733,10 @@ bool Buffer11::NativeBuffer11::resize(size_t size, bool preserveData)
mBufferSize = bufferDesc.ByteWidth;
- return true;
+ return gl::Error(GL_NO_ERROR);
}
-void Buffer11::NativeBuffer11::fillBufferDesc(D3D11_BUFFER_DESC* bufferDesc, Renderer *renderer,
+void Buffer11::NativeBuffer11::fillBufferDesc(D3D11_BUFFER_DESC* bufferDesc, Renderer11 *renderer,
BufferUsage usage, unsigned int bufferSize)
{
bufferDesc->ByteWidth = bufferSize;
@@ -748,7 +754,7 @@ void Buffer11::NativeBuffer11::fillBufferDesc(D3D11_BUFFER_DESC* bufferDesc, Ren
case BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK:
bufferDesc->Usage = D3D11_USAGE_DEFAULT;
bufferDesc->BindFlags = D3D11_BIND_VERTEX_BUFFER;
- if (!static_cast<Renderer11 *>(renderer)->isLevel9())
+ if (!renderer->isLevel9())
bufferDesc->BindFlags |= D3D11_BIND_STREAM_OUTPUT;
bufferDesc->CPUAccessFlags = 0;
break;
@@ -797,7 +803,7 @@ void *Buffer11::NativeBuffer11::map(size_t offset, size_t length, GLbitfield acc
return static_cast<GLubyte*>(mappedResource.pData) + offset;
}
-bool Buffer11::NativeBuffer11::setData(D3D11_MAP mapMode, const uint8_t *data, size_t size, size_t offset)
+gl::Error Buffer11::NativeBuffer11::setData(D3D11_MAP mapMode, const uint8_t *data, size_t size, size_t offset)
{
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
@@ -805,7 +811,7 @@ bool Buffer11::NativeBuffer11::setData(D3D11_MAP mapMode, const uint8_t *data, s
HRESULT result = context->Map(mNativeBuffer, 0, mapMode, 0, &mappedResource);
if (FAILED(result))
{
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal buffer, result: 0x%X.", result);
}
uint8_t *offsetBufferPointer = reinterpret_cast<uint8_t *>(mappedResource.pData) + offset;
@@ -813,7 +819,7 @@ bool Buffer11::NativeBuffer11::setData(D3D11_MAP mapMode, const uint8_t *data, s
context->Unmap(mNativeBuffer, 0);
- return true;
+ return gl::Error(GL_NO_ERROR);
}
void Buffer11::NativeBuffer11::unmap()
@@ -847,18 +853,18 @@ bool Buffer11::PackStorage11::copyFromStorage(BufferStorage11 *source, size_t so
return false;
}
-bool Buffer11::PackStorage11::resize(size_t size, bool preserveData)
+gl::Error Buffer11::PackStorage11::resize(size_t size, bool preserveData)
{
if (size != mBufferSize)
{
if (!mMemoryBuffer.resize(size))
{
- return false;
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to resize internal buffer storage.");
}
mBufferSize = size;
}
- return true;
+ return gl::Error(GL_NO_ERROR);
}
void *Buffer11::PackStorage11::map(size_t offset, size_t length, GLbitfield access)
@@ -869,7 +875,12 @@ void *Buffer11::PackStorage11::map(size_t offset, size_t length, GLbitfield acce
// and if D3D packs the staging texture memory identically to how we would fill
// the pack buffer according to the current pack state.
- flushQueuedPackCommand();
+ gl::Error error = flushQueuedPackCommand();
+ if (error.isError())
+ {
+ return NULL;
+ }
+
mDataModified = (mDataModified || (access & GL_MAP_WRITE_BIT) != 0);
return mMemoryBuffer.data() + offset;
@@ -882,7 +893,12 @@ void Buffer11::PackStorage11::unmap()
gl::Error Buffer11::PackStorage11::packPixels(ID3D11Texture2D *srcTexure, UINT srcSubresource, const PackPixelsParams &params)
{
- flushQueuedPackCommand();
+ gl::Error error = flushQueuedPackCommand();
+ if (error.isError())
+ {
+ return error;
+ }
+
mQueuedPackCommand = new PackPixelsParams(params);
D3D11_TEXTURE2D_DESC textureDesc;
@@ -947,15 +963,21 @@ gl::Error Buffer11::PackStorage11::packPixels(ID3D11Texture2D *srcTexure, UINT s
return gl::Error(GL_NO_ERROR);
}
-void Buffer11::PackStorage11::flushQueuedPackCommand()
+gl::Error Buffer11::PackStorage11::flushQueuedPackCommand()
{
ASSERT(mMemoryBuffer.size() > 0);
if (mQueuedPackCommand)
{
- mRenderer->packPixels(mStagingTexture, *mQueuedPackCommand, mMemoryBuffer.data());
+ gl::Error error = mRenderer->packPixels(mStagingTexture, *mQueuedPackCommand, mMemoryBuffer.data());
SafeDelete(mQueuedPackCommand);
+ if (error.isError())
+ {
+ return error;
+ }
}
+
+ return gl::Error(GL_NO_ERROR);
}
}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.h
index 5f24fb4e2d..1c06bbf88a 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.h
@@ -47,7 +47,7 @@ typedef size_t DataRevision;
class Buffer11 : public BufferD3D
{
public:
- Buffer11(rx::Renderer11 *renderer);
+ Buffer11(Renderer11 *renderer);
virtual ~Buffer11();
static Buffer11 *makeBuffer11(BufferImpl *buffer);
@@ -60,11 +60,11 @@ class Buffer11 : public BufferD3D
// BufferD3D implementation
virtual size_t getSize() const { return mSize; }
virtual bool supportsDirectBinding() const;
- virtual Renderer* getRenderer();
+ RendererD3D *getRenderer() override;
// BufferImpl implementation
virtual gl::Error setData(const void* data, size_t size, GLenum usage);
- virtual void *getData();
+ gl::Error getData(const uint8_t **outData) override;
virtual gl::Error setSubData(const void* data, size_t size, size_t offset);
virtual gl::Error copySubData(BufferImpl* source, GLintptr sourceOffset, GLintptr destOffset, GLsizeiptr size);
virtual gl::Error map(size_t offset, size_t length, GLbitfield access, GLvoid **mapPtr);
@@ -78,7 +78,7 @@ class Buffer11 : public BufferD3D
class NativeBuffer11;
class PackStorage11;
- rx::Renderer11 *mRenderer;
+ Renderer11 *mRenderer;
size_t mSize;
BufferStorage11 *mMappedStorage;
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp
index 765d34fd3f..7185a05506 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp
@@ -104,7 +104,7 @@ Clear11::Clear11(Renderer11 *renderer)
rsDesc.DepthBias = 0;
rsDesc.DepthBiasClamp = 0.0f;
rsDesc.SlopeScaledDepthBias = 0.0f;
- rsDesc.DepthClipEnable = mRenderer->isLevel9();
+ rsDesc.DepthClipEnable = renderer->isLevel9();
rsDesc.ScissorEnable = FALSE;
rsDesc.MultisampleEnable = FALSE;
rsDesc.AntialiasedLineEnable = FALSE;
@@ -119,7 +119,6 @@ Clear11::Clear11(Renderer11 *renderer)
memset(&mIntClearShader, 0, sizeof(ClearShader));
return;
}
-
mUintClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_UINT, g_VS_ClearUint, g_PS_ClearUint );
mIntClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_SINT, g_VS_ClearSint, g_PS_ClearSint );
}
@@ -154,7 +153,7 @@ Clear11::~Clear11()
SafeRelease(mRasterizerState);
}
-gl::Error Clear11::clearFramebuffer(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
+gl::Error Clear11::clearFramebuffer(const gl::ClearParameters &clearParams, const gl::Framebuffer *frameBuffer)
{
// First determine if a scissored clear is needed, this will always require drawing a quad.
//
@@ -217,10 +216,11 @@ gl::Error Clear11::clearFramebuffer(const gl::ClearParameters &clearParams, gl::
gl::FramebufferAttachment *attachment = frameBuffer->getColorbuffer(colorAttachment);
if (attachment)
{
- RenderTarget11 *renderTarget = d3d11::GetAttachmentRenderTarget(attachment);
- if (!renderTarget)
+ RenderTarget11 *renderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(attachment, &renderTarget);
+ if (error.isError())
{
- return gl::Error(GL_OUT_OF_MEMORY, "Internal render target view pointer unexpectedly null.");
+ return error;
}
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(attachment->getInternalFormat());
@@ -290,10 +290,11 @@ gl::Error Clear11::clearFramebuffer(const gl::ClearParameters &clearParams, gl::
gl::FramebufferAttachment *attachment = frameBuffer->getDepthOrStencilbuffer();
if (attachment)
{
- RenderTarget11 *renderTarget = d3d11::GetAttachmentRenderTarget(attachment);
- if (!renderTarget)
+ RenderTarget11 *renderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(attachment, &renderTarget);
+ if (error.isError())
{
- return gl::Error(GL_OUT_OF_MEMORY, "Internal depth stencil view pointer unexpectedly null.");
+ return error;
}
const gl::InternalFormat &actualFormatInfo = gl::GetInternalFormatInfo(attachment->getActualFormat());
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.h
index be8e187c40..a7e8fea56a 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.h
@@ -32,7 +32,7 @@ class Clear11
~Clear11();
// Clears the framebuffer with the supplied clear parameters, assumes that the framebuffer is currently applied.
- gl::Error clearFramebuffer(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer);
+ gl::Error clearFramebuffer(const gl::ClearParameters &clearParams, const gl::Framebuffer *frameBuffer);
private:
Renderer11 *mRenderer;
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Fence11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Fence11.cpp
index a841b52862..f44d934056 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Fence11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Fence11.cpp
@@ -4,67 +4,229 @@
// found in the LICENSE file.
//
-// Fence11.cpp: Defines the rx::Fence11 class which implements rx::FenceImpl.
+// Fence11.cpp: Defines the rx::FenceNV11 and rx::FenceSync11 classes which implement rx::FenceNVImpl and rx::FenceSyncImpl.
#include "libGLESv2/renderer/d3d/d3d11/Fence11.h"
#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
#include "libGLESv2/main.h"
+#include "common/utilities.h"
+
namespace rx
{
-Fence11::Fence11(rx::Renderer11 *renderer)
+//
+// Template helpers for set and test operations.
+//
+
+template<class FenceClass>
+gl::Error FenceSetHelper(FenceClass *fence)
{
- mRenderer = renderer;
- mQuery = NULL;
+ if (!fence->mQuery)
+ {
+ D3D11_QUERY_DESC queryDesc;
+ queryDesc.Query = D3D11_QUERY_EVENT;
+ queryDesc.MiscFlags = 0;
+
+ HRESULT result = fence->mRenderer->getDevice()->CreateQuery(&queryDesc, &fence->mQuery);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create event query, result: 0x%X.", result);
+ }
+ }
+
+ fence->mRenderer->getDeviceContext()->End(fence->mQuery);
+ return gl::Error(GL_NO_ERROR);
}
-Fence11::~Fence11()
+template <class FenceClass>
+gl::Error FenceTestHelper(FenceClass *fence, bool flushCommandBuffer, GLboolean *outFinished)
+{
+ ASSERT(fence->mQuery);
+
+ UINT getDataFlags = (flushCommandBuffer ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
+ HRESULT result = fence->mRenderer->getDeviceContext()->GetData(fence->mQuery, NULL, 0, getDataFlags);
+
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get query data, result: 0x%X.", result);
+ }
+ else if (fence->mRenderer->isDeviceLost())
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Device was lost while querying result of an event query.");
+ }
+
+ ASSERT(result == S_OK || result == S_FALSE);
+ *outFinished = ((result == S_OK) ? GL_TRUE : GL_FALSE);
+ return gl::Error(GL_NO_ERROR);
+}
+
+//
+// FenceNV11
+//
+
+FenceNV11::FenceNV11(Renderer11 *renderer)
+ : FenceNVImpl(),
+ mRenderer(renderer),
+ mQuery(NULL)
+{
+}
+
+FenceNV11::~FenceNV11()
{
SafeRelease(mQuery);
}
-bool Fence11::isSet() const
+gl::Error FenceNV11::set()
{
- return mQuery != NULL;
+ return FenceSetHelper(this);
}
-void Fence11::set()
+gl::Error FenceNV11::test(bool flushCommandBuffer, GLboolean *outFinished)
{
- if (!mQuery)
- {
- D3D11_QUERY_DESC queryDesc;
- queryDesc.Query = D3D11_QUERY_EVENT;
- queryDesc.MiscFlags = 0;
+ return FenceTestHelper(this, flushCommandBuffer, outFinished);
+}
+
+gl::Error FenceNV11::finishFence(GLboolean *outFinished)
+{
+ ASSERT(outFinished);
- if (FAILED(mRenderer->getDevice()->CreateQuery(&queryDesc, &mQuery)))
+ while (*outFinished != GL_TRUE)
+ {
+ gl::Error error = test(true, outFinished);
+ if (error.isError())
{
- return gl::error(GL_OUT_OF_MEMORY);
+ return error;
}
+
+ Sleep(0);
}
- mRenderer->getDeviceContext()->End(mQuery);
+ return gl::Error(GL_NO_ERROR);
}
-bool Fence11::test(bool flushCommandBuffer)
+//
+// FenceSync11
+//
+
+// Important note on accurate timers in Windows:
+//
+// QueryPerformanceCounter has a few major issues, including being 10x as expensive to call
+// as timeGetTime on laptops and "jumping" during certain hardware events.
+//
+// See the comments at the top of the Chromium source file "chromium/src/base/time/time_win.cc"
+// https://code.google.com/p/chromium/codesearch#chromium/src/base/time/time_win.cc
+//
+// We still opt to use QPC. In the present and moving forward, most newer systems will not suffer
+// from buggy implementations.
+
+FenceSync11::FenceSync11(Renderer11 *renderer)
+ : FenceSyncImpl(),
+ mRenderer(renderer),
+ mQuery(NULL)
{
- ASSERT(mQuery);
+ LARGE_INTEGER counterFreqency = { 0 };
+ BOOL success = QueryPerformanceFrequency(&counterFreqency);
+ UNUSED_ASSERTION_VARIABLE(success);
+ ASSERT(success);
- UINT getDataFlags = (flushCommandBuffer ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
- HRESULT result = mRenderer->getDeviceContext()->GetData(mQuery, NULL, 0, getDataFlags);
+ mCounterFrequency = counterFreqency.QuadPart;
+}
- if (mRenderer->isDeviceLost())
+FenceSync11::~FenceSync11()
+{
+ SafeRelease(mQuery);
+}
+
+gl::Error FenceSync11::set()
+{
+ return FenceSetHelper(this);
+}
+
+gl::Error FenceSync11::clientWait(GLbitfield flags, GLuint64 timeout, GLenum *outResult)
+{
+ ASSERT(outResult);
+
+ bool flushCommandBuffer = ((flags & GL_SYNC_FLUSH_COMMANDS_BIT) != 0);
+
+ GLboolean result = GL_FALSE;
+ gl::Error error = FenceTestHelper(this, flushCommandBuffer, &result);
+ if (error.isError())
{
- return gl::error(GL_OUT_OF_MEMORY, true);
+ *outResult = GL_WAIT_FAILED;
+ return error;
}
- ASSERT(result == S_OK || result == S_FALSE);
- return (result == S_OK);
+ if (result == GL_TRUE)
+ {
+ *outResult = GL_ALREADY_SIGNALED;
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ if (timeout == 0)
+ {
+ *outResult = GL_TIMEOUT_EXPIRED;
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ LARGE_INTEGER currentCounter = { 0 };
+ BOOL success = QueryPerformanceCounter(&currentCounter);
+ UNUSED_ASSERTION_VARIABLE(success);
+ ASSERT(success);
+
+ LONGLONG timeoutInSeconds = static_cast<LONGLONG>(timeout) * static_cast<LONGLONG>(1000000ll);
+ LONGLONG endCounter = currentCounter.QuadPart + mCounterFrequency * timeoutInSeconds;
+
+ while (currentCounter.QuadPart < endCounter && !result)
+ {
+ Sleep(0);
+ BOOL success = QueryPerformanceCounter(&currentCounter);
+ UNUSED_ASSERTION_VARIABLE(success);
+ ASSERT(success);
+
+ error = FenceTestHelper(this, flushCommandBuffer, &result);
+ if (error.isError())
+ {
+ *outResult = GL_WAIT_FAILED;
+ return error;
+ }
+ }
+
+ if (currentCounter.QuadPart >= endCounter)
+ {
+ *outResult = GL_TIMEOUT_EXPIRED;
+ }
+ else
+ {
+ *outResult = GL_CONDITION_SATISFIED;
+ }
+
+ return gl::Error(GL_NO_ERROR);
}
-bool Fence11::hasError() const
+gl::Error FenceSync11::serverWait(GLbitfield flags, GLuint64 timeout)
{
- return mRenderer->isDeviceLost();
+ // Because our API is currently designed to be called from a single thread, we don't need to do
+ // extra work for a server-side fence. GPU commands issued after the fence is created will always
+ // be processed after the fence is signaled.
+ return gl::Error(GL_NO_ERROR);
}
+gl::Error FenceSync11::getStatus(GLint *outResult)
+{
+ GLboolean result = GL_FALSE;
+ gl::Error error = FenceTestHelper(this, false, &result);
+ if (error.isError())
+ {
+ // The spec does not specify any way to report errors during the status test (e.g. device lost)
+ // so we report the fence is unblocked in case of error or signaled.
+ *outResult = GL_SIGNALED;
+
+ return error;
+ }
+
+ *outResult = (result ? GL_SIGNALED : GL_UNSIGNALED);
+ return gl::Error(GL_NO_ERROR);
}
+
+} // namespace rx
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Fence11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Fence11.h
index 50c7621776..1223a53b90 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Fence11.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Fence11.h
@@ -4,10 +4,10 @@
// found in the LICENSE file.
//
-// Fence11.h: Defines the rx::Fence11 class which implements rx::FenceImpl.
+// Fence11.h: Defines the rx::FenceNV11 and rx::FenceSync11 classes which implement rx::FenceNVImpl and rx::FenceSyncImpl.
-#ifndef LIBGLESV2_RENDERER_Fence11_H_
-#define LIBGLESV2_RENDERER_Fence11_H_
+#ifndef LIBGLESV2_RENDERER_FENCE11_H_
+#define LIBGLESV2_RENDERER_FENCE11_H_
#include "libGLESv2/renderer/FenceImpl.h"
@@ -15,22 +15,46 @@ namespace rx
{
class Renderer11;
-class Fence11 : public FenceImpl
+class FenceNV11 : public FenceNVImpl
{
public:
- explicit Fence11(rx::Renderer11 *renderer);
- virtual ~Fence11();
+ explicit FenceNV11(Renderer11 *renderer);
+ virtual ~FenceNV11();
- bool isSet() const;
- void set();
- bool test(bool flushCommandBuffer);
- bool hasError() const;
+ gl::Error set();
+ gl::Error test(bool flushCommandBuffer, GLboolean *outFinished);
+ gl::Error finishFence(GLboolean *outFinished);
private:
- DISALLOW_COPY_AND_ASSIGN(Fence11);
+ DISALLOW_COPY_AND_ASSIGN(FenceNV11);
- rx::Renderer11 *mRenderer;
+ template<class T> friend gl::Error FenceSetHelper(T *fence);
+ template<class T> friend gl::Error FenceTestHelper(T *fence, bool flushCommandBuffer, GLboolean *outFinished);
+
+ Renderer11 *mRenderer;
+ ID3D11Query *mQuery;
+};
+
+class FenceSync11 : public FenceSyncImpl
+{
+ public:
+ explicit FenceSync11(Renderer11 *renderer);
+ virtual ~FenceSync11();
+
+ gl::Error set();
+ gl::Error clientWait(GLbitfield flags, GLuint64 timeout, GLenum *outResult);
+ gl::Error serverWait(GLbitfield flags, GLuint64 timeout);
+ gl::Error getStatus(GLint *outResult);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(FenceSync11);
+
+ template<class T> friend gl::Error FenceSetHelper(T *fence);
+ template<class T> friend gl::Error FenceTestHelper(T *fence, bool flushCommandBuffer, GLboolean *outFinished);
+
+ Renderer11 *mRenderer;
ID3D11Query *mQuery;
+ LONGLONG mCounterFrequency;
};
}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Image11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Image11.cpp
index 7536713af4..e6f3e90683 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Image11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Image11.cpp
@@ -9,6 +9,7 @@
#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
#include "libGLESv2/renderer/d3d/d3d11/Image11.h"
+#include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h"
#include "libGLESv2/renderer/d3d/d3d11/TextureStorage11.h"
#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
@@ -22,15 +23,16 @@ namespace rx
{
Image11::Image11()
+ : mRenderer(NULL),
+ mDXGIFormat(DXGI_FORMAT_UNKNOWN),
+ mStagingTexture(NULL),
+ mStagingSubresource(0),
+ mRecoverFromStorage(false),
+ mAssociatedStorage(NULL),
+ mAssociatedImageIndex(gl::ImageIndex::MakeInvalid()),
+ mRecoveredFromStorageCount(0)
+
{
- mStagingTexture = NULL;
- mRenderer = NULL;
- mDXGIFormat = DXGI_FORMAT_UNKNOWN;
- mRecoverFromStorage = false;
- mAssociatedStorage = NULL;
- mAssociatedStorageLevel = 0;
- mAssociatedStorageLayerTarget = 0;
- mRecoveredFromStorageCount = 0;
}
Image11::~Image11()
@@ -41,11 +43,11 @@ Image11::~Image11()
Image11 *Image11::makeImage11(Image *img)
{
- ASSERT(HAS_DYNAMIC_TYPE(rx::Image11*, img));
- return static_cast<rx::Image11*>(img);
+ ASSERT(HAS_DYNAMIC_TYPE(Image11*, img));
+ return static_cast<Image11*>(img);
}
-void Image11::generateMipmap(Image11 *dest, Image11 *src)
+gl::Error Image11::generateMipmap(Image11 *dest, Image11 *src)
{
ASSERT(src->getDXGIFormat() == dest->getDXGIFormat());
ASSERT(src->getWidth() == 1 || src->getWidth() / 2 == dest->getWidth());
@@ -55,21 +57,18 @@ void Image11::generateMipmap(Image11 *dest, Image11 *src)
ASSERT(dxgiFormatInfo.mipGenerationFunction != NULL);
D3D11_MAPPED_SUBRESOURCE destMapped;
- HRESULT destMapResult = dest->map(D3D11_MAP_WRITE, &destMapped);
- if (FAILED(destMapResult))
+ gl::Error error = dest->map(D3D11_MAP_WRITE, &destMapped);
+ if (error.isError())
{
- ERR("Failed to map destination image for mip map generation. HRESULT:0x%X", destMapResult);
- return;
+ return error;
}
D3D11_MAPPED_SUBRESOURCE srcMapped;
- HRESULT srcMapResult = src->map(D3D11_MAP_READ, &srcMapped);
- if (FAILED(srcMapResult))
+ error = src->map(D3D11_MAP_READ, &srcMapped);
+ if (error.isError())
{
- ERR("Failed to map source image for mip map generation. HRESULT:0x%X", srcMapResult);
-
dest->unmap();
- return;
+ return error;
}
const uint8_t *sourceData = reinterpret_cast<const uint8_t*>(srcMapped.pData);
@@ -83,6 +82,8 @@ void Image11::generateMipmap(Image11 *dest, Image11 *src)
src->unmap();
dest->markDirty();
+
+ return gl::Error(GL_NO_ERROR);
}
bool Image11::isDirty() const
@@ -99,32 +100,10 @@ bool Image11::isDirty() const
return mDirty;
}
-bool Image11::copyToStorage2D(TextureStorage *storage, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
+gl::Error Image11::copyToStorage(TextureStorage *storage, const gl::ImageIndex &index, const gl::Box &region)
{
- TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage);
- return copyToStorageImpl(storage11, level, 0, xoffset, yoffset, width, height);
-}
+ TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(storage);
-bool Image11::copyToStorageCube(TextureStorage *storage, int face, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
-{
- TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage);
- return copyToStorageImpl(storage11, level, face, xoffset, yoffset, width, height);
-}
-
-bool Image11::copyToStorage3D(TextureStorage *storage, int level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
-{
- TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage);
- return copyToStorageImpl(storage11, level, 0, xoffset, yoffset, width, height);
-}
-
-bool Image11::copyToStorage2DArray(TextureStorage *storage, int level, GLint xoffset, GLint yoffset, GLint arrayLayer, GLsizei width, GLsizei height)
-{
- TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage);
- return copyToStorageImpl(storage11, level, arrayLayer, xoffset, yoffset, width, height);
-}
-
-bool Image11::copyToStorageImpl(TextureStorage11 *storage11, int level, int layerTarget, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
-{
// If an app's behavior results in an Image11 copying its data to/from to a TextureStorage multiple times,
// then we should just keep the staging texture around to prevent the copying from impacting perf.
// We allow the Image11 to copy its data to/from TextureStorage once.
@@ -134,23 +113,38 @@ bool Image11::copyToStorageImpl(TextureStorage11 *storage11, int level, int laye
if (attemptToReleaseStagingTexture)
{
// If another image is relying on this Storage for its data, then we must let it recover its data before we overwrite it.
- storage11->releaseAssociatedImage(level, layerTarget, this);
+ gl::Error error = storage11->releaseAssociatedImage(index, this);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ ID3D11Resource *stagingTexture = NULL;
+ unsigned int stagingSubresourceIndex = 0;
+ gl::Error error = getStagingTexture(&stagingTexture, &stagingSubresourceIndex);
+ if (error.isError())
+ {
+ return error;
}
- bool updateSubresourceSuccess = storage11->updateSubresourceLevel(getStagingTexture(), getStagingSubresource(), level, layerTarget, xoffset, yoffset, 0, width, height, 1);
+ error = storage11->updateSubresourceLevel(stagingTexture, stagingSubresourceIndex, index, region);
+ if (error.isError())
+ {
+ return error;
+ }
// Once the image data has been copied into the Storage, we can release it locally.
- if (attemptToReleaseStagingTexture && updateSubresourceSuccess)
+ if (attemptToReleaseStagingTexture)
{
- storage11->associateImage(this, level, layerTarget);
+ storage11->associateImage(this, index);
releaseStagingTexture();
mRecoverFromStorage = true;
mAssociatedStorage = storage11;
- mAssociatedStorageLevel = level;
- mAssociatedStorageLayerTarget = layerTarget;
+ mAssociatedImageIndex = index;
}
- return updateSubresourceSuccess;
+ return gl::Error(GL_NO_ERROR);
}
bool Image11::isAssociatedStorageValid(TextureStorage11* textureStorage) const
@@ -158,13 +152,17 @@ bool Image11::isAssociatedStorageValid(TextureStorage11* textureStorage) const
return (mAssociatedStorage == textureStorage);
}
-bool Image11::recoverFromAssociatedStorage()
+gl::Error Image11::recoverFromAssociatedStorage()
{
if (mRecoverFromStorage)
{
- createStagingTexture();
+ gl::Error error = createStagingTexture();
+ if (error.isError())
+ {
+ return error;
+ }
- bool textureStorageCorrect = mAssociatedStorage->isAssociatedImageValid(mAssociatedStorageLevel, mAssociatedStorageLayerTarget, this);
+ bool textureStorageCorrect = mAssociatedStorage->isAssociatedImageValid(mAssociatedImageIndex, this);
// This means that the cached TextureStorage has been modified after this Image11 released its copy of its data.
// This should not have happened. The TextureStorage should have told this Image11 to recover its data before it was overwritten.
@@ -173,17 +171,21 @@ bool Image11::recoverFromAssociatedStorage()
if (textureStorageCorrect)
{
// CopySubResource from the Storage to the Staging texture
- mAssociatedStorage->copySubresourceLevel(mStagingTexture, mStagingSubresource, mAssociatedStorageLevel, mAssociatedStorageLayerTarget, 0, 0, 0, mWidth, mHeight, mDepth);
+ gl::Box region(0, 0, 0, mWidth, mHeight, mDepth);
+ error = mAssociatedStorage->copySubresourceLevel(mStagingTexture, mStagingSubresource, mAssociatedImageIndex, region);
+ if (error.isError())
+ {
+ return error;
+ }
+
mRecoveredFromStorageCount += 1;
}
// Reset all the recovery parameters, even if the texture storage association is broken.
disassociateStorage();
-
- return textureStorageCorrect;
}
- return false;
+ return gl::Error(GL_NO_ERROR);
}
void Image11::disassociateStorage()
@@ -191,16 +193,15 @@ void Image11::disassociateStorage()
if (mRecoverFromStorage)
{
// Make the texturestorage release the Image11 too
- mAssociatedStorage->disassociateImage(mAssociatedStorageLevel, mAssociatedStorageLayerTarget, this);
+ mAssociatedStorage->disassociateImage(mAssociatedImageIndex, this);
mRecoverFromStorage = false;
mAssociatedStorage = NULL;
- mAssociatedStorageLevel = 0;
- mAssociatedStorageLayerTarget = 0;
+ mAssociatedImageIndex = gl::ImageIndex::MakeInvalid();
}
}
-bool Image11::redefine(Renderer *renderer, GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, bool forceRelease)
+bool Image11::redefine(RendererD3D *renderer, GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, bool forceRelease)
{
if (mWidth != width ||
mHeight != height ||
@@ -227,7 +228,7 @@ bool Image11::redefine(Renderer *renderer, GLenum target, GLenum internalformat,
mActualFormat = dxgiFormatInfo.internalFormat;
mRenderable = (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);
- SafeRelease(mStagingTexture);
+ releaseStagingTexture();
mDirty = (formatInfo.dataInitializerFunction != NULL);
return true;
@@ -247,8 +248,8 @@ DXGI_FORMAT Image11::getDXGIFormat() const
// Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as format/type at input
// into the target pixel rectangle.
-void Image11::loadData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
- GLint unpackAlignment, GLenum type, const void *input)
+gl::Error Image11::loadData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ GLint unpackAlignment, GLenum type, const void *input)
{
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat);
GLsizei inputRowPitch = formatInfo.computeRowPitch(type, width, unpackAlignment);
@@ -261,11 +262,10 @@ void Image11::loadData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei widt
LoadImageFunction loadFunction = d3dFormatInfo.loadFunctions.at(type);
D3D11_MAPPED_SUBRESOURCE mappedImage;
- HRESULT result = map(D3D11_MAP_WRITE, &mappedImage);
- if (FAILED(result))
+ gl::Error error = map(D3D11_MAP_WRITE, &mappedImage);
+ if (error.isError())
{
- ERR("Could not map image for loading.");
- return;
+ return error;
}
uint8_t* offsetMappedData = (reinterpret_cast<uint8_t*>(mappedImage.pData) + (yoffset * mappedImage.RowPitch + xoffset * outputPixelSize + zoffset * mappedImage.DepthPitch));
@@ -274,10 +274,12 @@ void Image11::loadData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei widt
offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch);
unmap();
+
+ return gl::Error(GL_NO_ERROR);
}
-void Image11::loadCompressedData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
- const void *input)
+gl::Error Image11::loadCompressedData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ const void *input)
{
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat);
GLsizei inputRowPitch = formatInfo.computeRowPitch(GL_UNSIGNED_BYTE, width, 1);
@@ -295,11 +297,10 @@ void Image11::loadCompressedData(GLint xoffset, GLint yoffset, GLint zoffset, GL
LoadImageFunction loadFunction = d3dFormatInfo.loadFunctions.at(GL_UNSIGNED_BYTE);
D3D11_MAPPED_SUBRESOURCE mappedImage;
- HRESULT result = map(D3D11_MAP_WRITE, &mappedImage);
- if (FAILED(result))
+ gl::Error error = map(D3D11_MAP_WRITE, &mappedImage);
+ if (error.isError())
{
- ERR("Could not map image for loading.");
- return;
+ return error;
}
uint8_t* offsetMappedData = reinterpret_cast<uint8_t*>(mappedImage.pData) + ((yoffset / outputBlockHeight) * mappedImage.RowPitch +
@@ -311,81 +312,130 @@ void Image11::loadCompressedData(GLint xoffset, GLint yoffset, GLint zoffset, GL
offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch);
unmap();
+
+ return gl::Error(GL_NO_ERROR);
}
-void Image11::copy(GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+gl::Error Image11::copy(GLint xoffset, GLint yoffset, GLint zoffset, const gl::Rectangle &sourceArea, RenderTarget *source)
{
- gl::FramebufferAttachment *colorbuffer = source->getReadColorbuffer();
+ RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(source);
+ ASSERT(sourceRenderTarget->getTexture());
- if (colorbuffer && colorbuffer->getActualFormat() == mActualFormat)
+ UINT subresourceIndex = sourceRenderTarget->getSubresourceIndex();
+ ID3D11Texture2D *sourceTexture2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(sourceRenderTarget->getTexture());
+
+ if (!sourceTexture2D)
{
- // No conversion needed-- use copyback fastpath
- ID3D11Texture2D *colorBufferTexture = NULL;
- unsigned int subresourceIndex = 0;
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the ID3D11Texture2D from the source RenderTarget.");
+ }
+
+ gl::Error error = copy(xoffset, yoffset, zoffset, sourceArea, sourceTexture2D, subresourceIndex);
+
+ SafeRelease(sourceTexture2D);
+
+ return error;
+}
+
+gl::Error Image11::copy(GLint xoffset, GLint yoffset, GLint zoffset, const gl::Rectangle &sourceArea, const gl::ImageIndex &sourceIndex, TextureStorage *source)
+{
+ TextureStorage11 *sourceStorage11 = TextureStorage11::makeTextureStorage11(source);
+
+ UINT subresourceIndex = sourceStorage11->getSubresourceIndex(sourceIndex);
+ ID3D11Resource *resource = NULL;
+ gl::Error error = sourceStorage11->getResource(&resource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Texture2D *sourceTexture2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource);
+
+ if (!sourceTexture2D)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the ID3D11Texture2D from the source TextureStorage.");
+ }
+
+ error = copy(xoffset, yoffset, zoffset, sourceArea, sourceTexture2D, subresourceIndex);
+
+ SafeRelease(sourceTexture2D);
+
+ return error;
+}
+
+gl::Error Image11::copy(GLint xoffset, GLint yoffset, GLint zoffset, const gl::Rectangle &sourceArea, ID3D11Texture2D *source, UINT sourceSubResource)
+{
+ D3D11_TEXTURE2D_DESC textureDesc;
+ source->GetDesc(&textureDesc);
- if (mRenderer->getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
+ if (textureDesc.Format == mDXGIFormat)
+ {
+ // No conversion needed-- use copyback fastpath
+ ID3D11Resource *stagingTexture = NULL;
+ unsigned int stagingSubresourceIndex = 0;
+ gl::Error error = getStagingTexture(&stagingTexture, &stagingSubresourceIndex);
+ if (error.isError())
{
- D3D11_TEXTURE2D_DESC textureDesc;
- colorBufferTexture->GetDesc(&textureDesc);
+ return error;
+ }
- ID3D11Device *device = mRenderer->getDevice();
- ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
- ID3D11Texture2D* srcTex = NULL;
- if (textureDesc.SampleDesc.Count > 1)
- {
- D3D11_TEXTURE2D_DESC resolveDesc;
- resolveDesc.Width = textureDesc.Width;
- resolveDesc.Height = textureDesc.Height;
- resolveDesc.MipLevels = 1;
- resolveDesc.ArraySize = 1;
- resolveDesc.Format = textureDesc.Format;
- resolveDesc.SampleDesc.Count = 1;
- resolveDesc.SampleDesc.Quality = 0;
- resolveDesc.Usage = D3D11_USAGE_DEFAULT;
- resolveDesc.BindFlags = 0;
- resolveDesc.CPUAccessFlags = 0;
- resolveDesc.MiscFlags = 0;
-
- HRESULT result = device->CreateTexture2D(&resolveDesc, NULL, &srcTex);
- if (FAILED(result))
- {
- ERR("Failed to create resolve texture for Image11::copy, HRESULT: 0x%X.", result);
- return;
- }
-
- deviceContext->ResolveSubresource(srcTex, 0, colorBufferTexture, subresourceIndex, textureDesc.Format);
- subresourceIndex = 0;
- }
- else
+ UINT subresourceAfterResolve = sourceSubResource;
+
+ ID3D11Texture2D* srcTex = NULL;
+ if (textureDesc.SampleDesc.Count > 1)
+ {
+ D3D11_TEXTURE2D_DESC resolveDesc;
+ resolveDesc.Width = textureDesc.Width;
+ resolveDesc.Height = textureDesc.Height;
+ resolveDesc.MipLevels = 1;
+ resolveDesc.ArraySize = 1;
+ resolveDesc.Format = textureDesc.Format;
+ resolveDesc.SampleDesc.Count = 1;
+ resolveDesc.SampleDesc.Quality = 0;
+ resolveDesc.Usage = D3D11_USAGE_DEFAULT;
+ resolveDesc.BindFlags = 0;
+ resolveDesc.CPUAccessFlags = 0;
+ resolveDesc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture2D(&resolveDesc, NULL, &srcTex);
+ if (FAILED(result))
{
- srcTex = colorBufferTexture;
- srcTex->AddRef();
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create resolve texture for Image11::copy, HRESULT: 0x%X.", result);
}
- D3D11_BOX srcBox;
- srcBox.left = x;
- srcBox.right = x + width;
- srcBox.top = y;
- srcBox.bottom = y + height;
- srcBox.front = 0;
- srcBox.back = 1;
+ deviceContext->ResolveSubresource(srcTex, 0, source, sourceSubResource, textureDesc.Format);
+ subresourceAfterResolve = 0;
+ }
+ else
+ {
+ srcTex = source;
+ }
- deviceContext->CopySubresourceRegion(mStagingTexture, 0, xoffset, yoffset, zoffset, srcTex, subresourceIndex, &srcBox);
+ D3D11_BOX srcBox;
+ srcBox.left = sourceArea.x;
+ srcBox.right = sourceArea.x + sourceArea.width;
+ srcBox.top = sourceArea.y;
+ srcBox.bottom = sourceArea.y + sourceArea.height;
+ srcBox.front = 0;
+ srcBox.back = 1;
+ deviceContext->CopySubresourceRegion(stagingTexture, stagingSubresourceIndex, xoffset, yoffset, zoffset, srcTex, subresourceAfterResolve, &srcBox);
+
+ if (textureDesc.SampleDesc.Count > 1)
+ {
SafeRelease(srcTex);
- SafeRelease(colorBufferTexture);
}
}
else
{
// This format requires conversion, so we must copy the texture to staging and manually convert via readPixels
D3D11_MAPPED_SUBRESOURCE mappedImage;
- HRESULT result = map(D3D11_MAP_WRITE, &mappedImage);
- if (FAILED(result))
+ gl::Error error = map(D3D11_MAP_WRITE, &mappedImage);
+ if (error.isError())
{
- ERR("Failed to map texture for Image11::copy, HRESULT: 0x%X.", result);
- return;
+ return error;
}
// determine the offset coordinate into the destination buffer
@@ -394,17 +444,32 @@ void Image11::copy(GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat);
- mRenderer->readPixels(source, x, y, width, height, formatInfo.format, formatInfo.type, mappedImage.RowPitch, gl::PixelPackState(), dataOffset);
+ error = mRenderer->readTextureData(source, sourceSubResource, sourceArea, formatInfo.format, formatInfo.type, mappedImage.RowPitch, gl::PixelPackState(), dataOffset);
unmap();
+
+ if (error.isError())
+ {
+ return error;
+ }
}
+
+ mDirty = true;
+
+ return gl::Error(GL_NO_ERROR);
}
-ID3D11Resource *Image11::getStagingTexture()
+gl::Error Image11::getStagingTexture(ID3D11Resource **outStagingTexture, unsigned int *outSubresourceIndex)
{
- createStagingTexture();
+ gl::Error error = createStagingTexture();
+ if (error.isError())
+ {
+ return error;
+ }
- return mStagingTexture;
+ *outStagingTexture = mStagingTexture;
+ *outSubresourceIndex = mStagingSubresource;
+ return gl::Error(GL_NO_ERROR);
}
void Image11::releaseStagingTexture()
@@ -412,149 +477,149 @@ void Image11::releaseStagingTexture()
SafeRelease(mStagingTexture);
}
-unsigned int Image11::getStagingSubresource()
-{
- createStagingTexture();
-
- return mStagingSubresource;
-}
-
-void Image11::createStagingTexture()
+gl::Error Image11::createStagingTexture()
{
if (mStagingTexture)
{
- return;
+ return gl::Error(GL_NO_ERROR);
}
+ ASSERT(mWidth > 0 && mHeight > 0 && mDepth > 0);
+
const DXGI_FORMAT dxgiFormat = getDXGIFormat();
- if (mWidth > 0 && mHeight > 0 && mDepth > 0)
- {
- ID3D11Device *device = mRenderer->getDevice();
- HRESULT result;
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
- int lodOffset = 1;
- GLsizei width = mWidth;
- GLsizei height = mHeight;
+ int lodOffset = 1;
+ GLsizei width = mWidth;
+ GLsizei height = mHeight;
- // adjust size if needed for compressed textures
- d3d11::MakeValidSize(false, dxgiFormat, &width, &height, &lodOffset);
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, dxgiFormat, &width, &height, &lodOffset);
- if (mTarget == GL_TEXTURE_3D)
+ if (mTarget == GL_TEXTURE_3D)
+ {
+ ID3D11Texture3D *newTexture = NULL;
+
+ D3D11_TEXTURE3D_DESC desc;
+ desc.Width = width;
+ desc.Height = height;
+ desc.Depth = mDepth;
+ desc.MipLevels = lodOffset + 1;
+ desc.Format = dxgiFormat;
+ desc.Usage = D3D11_USAGE_STAGING;
+ desc.BindFlags = 0;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+
+ if (d3d11::GetTextureFormatInfo(mInternalFormat).dataInitializerFunction != NULL)
{
- ID3D11Texture3D *newTexture = NULL;
-
- D3D11_TEXTURE3D_DESC desc;
- desc.Width = width;
- desc.Height = height;
- desc.Depth = mDepth;
- desc.MipLevels = lodOffset + 1;
- desc.Format = dxgiFormat;
- desc.Usage = D3D11_USAGE_STAGING;
- desc.BindFlags = 0;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
- desc.MiscFlags = 0;
-
- if (d3d11::GetTextureFormatInfo(mInternalFormat).dataInitializerFunction != NULL)
- {
- std::vector<D3D11_SUBRESOURCE_DATA> initialData;
- std::vector< std::vector<BYTE> > textureData;
- d3d11::GenerateInitialTextureData(mInternalFormat, width, height, mDepth,
- lodOffset + 1, &initialData, &textureData);
+ std::vector<D3D11_SUBRESOURCE_DATA> initialData;
+ std::vector< std::vector<BYTE> > textureData;
+ d3d11::GenerateInitialTextureData(mInternalFormat, width, height, mDepth,
+ lodOffset + 1, &initialData, &textureData);
- result = device->CreateTexture3D(&desc, initialData.data(), &newTexture);
- }
- else
- {
- result = device->CreateTexture3D(&desc, NULL, &newTexture);
- }
-
- if (FAILED(result))
- {
- ASSERT(result == E_OUTOFMEMORY);
- ERR("Creating image failed.");
- return gl::error(GL_OUT_OF_MEMORY);
- }
-
- mStagingTexture = newTexture;
- mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
+ result = device->CreateTexture3D(&desc, initialData.data(), &newTexture);
}
- else if (mTarget == GL_TEXTURE_2D || mTarget == GL_TEXTURE_2D_ARRAY || mTarget == GL_TEXTURE_CUBE_MAP)
+ else
{
- ID3D11Texture2D *newTexture = NULL;
-
- D3D11_TEXTURE2D_DESC desc;
- desc.Width = width;
- desc.Height = height;
- desc.MipLevels = lodOffset + 1;
- desc.ArraySize = 1;
- desc.Format = dxgiFormat;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_STAGING;
- desc.BindFlags = 0;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
- desc.MiscFlags = 0;
-
- if (d3d11::GetTextureFormatInfo(mInternalFormat).dataInitializerFunction != NULL)
- {
- std::vector<D3D11_SUBRESOURCE_DATA> initialData;
- std::vector< std::vector<BYTE> > textureData;
- d3d11::GenerateInitialTextureData(mInternalFormat, width, height, 1,
- lodOffset + 1, &initialData, &textureData);
+ result = device->CreateTexture3D(&desc, NULL, &newTexture);
+ }
- result = device->CreateTexture2D(&desc, initialData.data(), &newTexture);
- }
- else
- {
- result = device->CreateTexture2D(&desc, NULL, &newTexture);
- }
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create staging texture, result: 0x%X.", result);
+ }
- if (FAILED(result))
- {
- ASSERT(result == E_OUTOFMEMORY);
- ERR("Creating image failed.");
- return gl::error(GL_OUT_OF_MEMORY);
- }
+ mStagingTexture = newTexture;
+ mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
+ }
+ else if (mTarget == GL_TEXTURE_2D || mTarget == GL_TEXTURE_2D_ARRAY || mTarget == GL_TEXTURE_CUBE_MAP)
+ {
+ ID3D11Texture2D *newTexture = NULL;
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = lodOffset + 1;
+ desc.ArraySize = 1;
+ desc.Format = dxgiFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_STAGING;
+ desc.BindFlags = 0;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+
+ if (d3d11::GetTextureFormatInfo(mInternalFormat).dataInitializerFunction != NULL)
+ {
+ std::vector<D3D11_SUBRESOURCE_DATA> initialData;
+ std::vector< std::vector<BYTE> > textureData;
+ d3d11::GenerateInitialTextureData(mInternalFormat, width, height, 1,
+ lodOffset + 1, &initialData, &textureData);
- mStagingTexture = newTexture;
- mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
+ result = device->CreateTexture2D(&desc, initialData.data(), &newTexture);
}
else
{
- UNREACHABLE();
+ result = device->CreateTexture2D(&desc, NULL, &newTexture);
}
+
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create staging texture, result: 0x%X.", result);
+ }
+
+ mStagingTexture = newTexture;
+ mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
+ }
+ else
+ {
+ UNREACHABLE();
}
mDirty = false;
+ return gl::Error(GL_NO_ERROR);
}
-HRESULT Image11::map(D3D11_MAP mapType, D3D11_MAPPED_SUBRESOURCE *map)
+gl::Error Image11::map(D3D11_MAP mapType, D3D11_MAPPED_SUBRESOURCE *map)
{
- createStagingTexture();
-
// We must recover from the TextureStorage if necessary, even for D3D11_MAP_WRITE.
- recoverFromAssociatedStorage();
-
- HRESULT result = E_FAIL;
+ gl::Error error = recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ return error;
+ }
- if (mStagingTexture)
+ ID3D11Resource *stagingTexture = NULL;
+ unsigned int subresourceIndex = 0;
+ error = getStagingTexture(&stagingTexture, &subresourceIndex);
+ if (error.isError())
{
- ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
- result = deviceContext->Map(mStagingTexture, mStagingSubresource, mapType, 0, map);
+ return error;
+ }
- // this can fail if the device is removed (from TDR)
- if (d3d11::isDeviceLostError(result))
- {
- mRenderer->notifyDeviceLost();
- }
- else if (SUCCEEDED(result))
- {
- mDirty = true;
- }
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ ASSERT(mStagingTexture);
+ HRESULT result = deviceContext->Map(stagingTexture, subresourceIndex, mapType, 0, map);
+
+ // this can fail if the device is removed (from TDR)
+ if (d3d11::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ }
+ else if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map staging texture, result: 0x%X.", result);
}
- return result;
+ mDirty = true;
+
+ return gl::Error(GL_NO_ERROR);
}
void Image11::unmap()
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Image11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Image11.h
index a76a61f036..a936e6d7b2 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Image11.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Image11.h
@@ -11,6 +11,7 @@
#define LIBGLESV2_RENDERER_IMAGE11_H_
#include "libGLESv2/renderer/d3d/ImageD3D.h"
+#include "libGLESv2/ImageIndex.h"
#include "common/debug.h"
@@ -21,7 +22,6 @@ class Framebuffer;
namespace rx
{
-class Renderer;
class Renderer11;
class TextureStorage11;
@@ -33,42 +33,41 @@ class Image11 : public ImageD3D
static Image11 *makeImage11(Image *img);
- static void generateMipmap(Image11 *dest, Image11 *src);
+ static gl::Error generateMipmap(Image11 *dest, Image11 *src);
virtual bool isDirty() const;
- virtual bool copyToStorage2D(TextureStorage *storage, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
- virtual bool copyToStorageCube(TextureStorage *storage, int face, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
- virtual bool copyToStorage3D(TextureStorage *storage, int level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
- virtual bool copyToStorage2DArray(TextureStorage *storage, int level, GLint xoffset, GLint yoffset, GLint arrayLayer, GLsizei width, GLsizei height);
+ virtual gl::Error copyToStorage(TextureStorage *storage, const gl::ImageIndex &index, const gl::Box &region);
- virtual bool redefine(Renderer *renderer, GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, bool forceRelease);
+ bool redefine(RendererD3D *renderer, GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, bool forceRelease) override;
DXGI_FORMAT getDXGIFormat() const;
-
- virtual void loadData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
- GLint unpackAlignment, GLenum type, const void *input);
- virtual void loadCompressedData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
- const void *input);
- virtual void copy(GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
+ virtual gl::Error loadData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ GLint unpackAlignment, GLenum type, const void *input);
+ virtual gl::Error loadCompressedData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ const void *input);
- bool recoverFromAssociatedStorage();
+ virtual gl::Error copy(GLint xoffset, GLint yoffset, GLint zoffset, const gl::Rectangle &sourceArea, RenderTarget *source);
+ virtual gl::Error copy(GLint xoffset, GLint yoffset, GLint zoffset, const gl::Rectangle &sourceArea,
+ const gl::ImageIndex &sourceIndex, TextureStorage *source);
+
+ gl::Error recoverFromAssociatedStorage();
bool isAssociatedStorageValid(TextureStorage11* textureStorage) const;
void disassociateStorage();
protected:
- HRESULT map(D3D11_MAP mapType, D3D11_MAPPED_SUBRESOURCE *map);
+ gl::Error map(D3D11_MAP mapType, D3D11_MAPPED_SUBRESOURCE *map);
void unmap();
private:
DISALLOW_COPY_AND_ASSIGN(Image11);
- bool copyToStorageImpl(TextureStorage11 *storage11, int level, int layerTarget, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
+ gl::Error copyToStorageImpl(TextureStorage11 *storage11, const gl::ImageIndex &index, const gl::Box &region);
+ gl::Error copy(GLint xoffset, GLint yoffset, GLint zoffset, const gl::Rectangle &sourceArea, ID3D11Texture2D *source, UINT sourceSubResource);
- ID3D11Resource *getStagingTexture();
- unsigned int getStagingSubresource();
- void createStagingTexture();
+ gl::Error getStagingTexture(ID3D11Resource **outStagingTexture, unsigned int *outSubresourceIndex);
+ gl::Error createStagingTexture();
void releaseStagingTexture();
Renderer11 *mRenderer;
@@ -79,8 +78,7 @@ class Image11 : public ImageD3D
bool mRecoverFromStorage;
TextureStorage11 *mAssociatedStorage;
- int mAssociatedStorageLevel;
- int mAssociatedStorageLayerTarget;
+ gl::ImageIndex mAssociatedImageIndex;
unsigned int mRecoveredFromStorageCount;
};
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/IndexBuffer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/IndexBuffer11.h
index f7c2b38e7e..3351df5ec1 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/IndexBuffer11.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/IndexBuffer11.h
@@ -40,7 +40,7 @@ class IndexBuffer11 : public IndexBuffer
private:
DISALLOW_COPY_AND_ASSIGN(IndexBuffer11);
- rx::Renderer11 *const mRenderer;
+ Renderer11 *const mRenderer;
ID3D11Buffer *mBuffer;
unsigned int mBufferSize;
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.cpp
index d835e4fa68..ff90a6a69a 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.cpp
@@ -12,6 +12,7 @@
#include "libGLESv2/renderer/d3d/d3d11/Buffer11.h"
#include "libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.h"
#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
+#include "libGLESv2/renderer/d3d/ProgramD3D.h"
#include "libGLESv2/renderer/d3d/VertexDataManager.h"
#include "libGLESv2/ProgramBinary.h"
#include "libGLESv2/VertexAttribute.h"
@@ -137,7 +138,16 @@ gl::Error InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl
{
gl::VertexFormat shaderInputLayout[gl::MAX_VERTEX_ATTRIBS];
GetInputLayout(attributes, shaderInputLayout);
- ShaderExecutable11 *shader = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutableForInputLayout(shaderInputLayout));
+ ProgramD3D *programD3D = ProgramD3D::makeProgramD3D(programBinary->getImplementation());
+
+ ShaderExecutable *shader = NULL;
+ gl::Error error = programD3D->getVertexExecutableForInputLayout(shaderInputLayout, &shader);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ShaderExecutable *shader11 = ShaderExecutable11::makeShaderExecutable11(shader);
D3D11_INPUT_ELEMENT_DESC descs[gl::MAX_VERTEX_ATTRIBS];
for (unsigned int j = 0; j < ilKey.elementCount; ++j)
@@ -145,7 +155,7 @@ gl::Error InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl
descs[j] = ilKey.elements[j].desc;
}
- HRESULT result = mDevice->CreateInputLayout(descs, ilKey.elementCount, shader->getFunction(), shader->getLength(), &inputLayout);
+ HRESULT result = mDevice->CreateInputLayout(descs, ilKey.elementCount, shader11->getFunction(), shader11->getLength(), &inputLayout);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal input layout, HRESULT: 0x%08x", result);
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp
index a4e84f91c2..6a3d3475ee 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp
@@ -33,12 +33,38 @@ namespace rx
PixelTransfer11::PixelTransfer11(Renderer11 *renderer)
: mRenderer(renderer),
+ mResourcesLoaded(false),
mBufferToTextureVS(NULL),
mBufferToTextureGS(NULL),
mParamsConstantBuffer(NULL),
mCopyRasterizerState(NULL),
mCopyDepthStencilState(NULL)
{
+}
+
+PixelTransfer11::~PixelTransfer11()
+{
+ for (auto shaderMapIt = mBufferToTexturePSMap.begin(); shaderMapIt != mBufferToTexturePSMap.end(); shaderMapIt++)
+ {
+ SafeRelease(shaderMapIt->second);
+ }
+
+ mBufferToTexturePSMap.clear();
+
+ SafeRelease(mBufferToTextureVS);
+ SafeRelease(mBufferToTextureGS);
+ SafeRelease(mParamsConstantBuffer);
+ SafeRelease(mCopyRasterizerState);
+ SafeRelease(mCopyDepthStencilState);
+}
+
+gl::Error PixelTransfer11::loadResources()
+{
+ if (mResourcesLoaded)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
HRESULT result = S_OK;
ID3D11Device *device = mRenderer->getDevice();
@@ -56,6 +82,10 @@ PixelTransfer11::PixelTransfer11(Renderer11 *renderer)
result = device->CreateRasterizerState(&rasterDesc, &mCopyRasterizerState);
ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal pixel transfer rasterizer state, result: 0x%X.", result);
+ }
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
depthStencilDesc.DepthEnable = true;
@@ -75,9 +105,13 @@ PixelTransfer11::PixelTransfer11(Renderer11 *renderer)
result = device->CreateDepthStencilState(&depthStencilDesc, &mCopyDepthStencilState);
ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal pixel transfer depth stencil state, result: 0x%X.", result);
+ }
D3D11_BUFFER_DESC constantBufferDesc = { 0 };
- constantBufferDesc.ByteWidth = rx::roundUp<UINT>(sizeof(CopyShaderParams), 32u);
+ constantBufferDesc.ByteWidth = roundUp<UINT>(sizeof(CopyShaderParams), 32u);
constantBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
@@ -86,34 +120,39 @@ PixelTransfer11::PixelTransfer11(Renderer11 *renderer)
result = device->CreateBuffer(&constantBufferDesc, NULL, &mParamsConstantBuffer);
ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal pixel transfer constant buffer, result: 0x%X.", result);
+ }
d3d11::SetDebugName(mParamsConstantBuffer, "PixelTransfer11 constant buffer");
- StructZero(&mParamsData);
-
// init shaders
- if (mRenderer->isLevel9())
- return;
-
mBufferToTextureVS = d3d11::CompileVS(device, g_VS_BufferToTexture, "BufferToTexture VS");
- mBufferToTextureGS = d3d11::CompileGS(device, g_GS_BufferToTexture, "BufferToTexture GS");
+ if (!mBufferToTextureVS)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture vertex shader.");
+ }
- buildShaderMap();
-}
+ if (!mRenderer->isLevel9())
+ {
+ mBufferToTextureGS = d3d11::CompileGS(device, g_GS_BufferToTexture, "BufferToTexture GS");
+ if (!mBufferToTextureGS)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture geometry shader.");
+ }
+ }
-PixelTransfer11::~PixelTransfer11()
-{
- for (auto shaderMapIt = mBufferToTexturePSMap.begin(); shaderMapIt != mBufferToTexturePSMap.end(); shaderMapIt++)
+ gl::Error error = buildShaderMap();
+ if (error.isError())
{
- SafeRelease(shaderMapIt->second);
+ return error;
}
- mBufferToTexturePSMap.clear();
+ StructZero(&mParamsData);
- SafeRelease(mBufferToTextureVS);
- SafeRelease(mBufferToTextureGS);
- SafeRelease(mParamsConstantBuffer);
- SafeRelease(mCopyRasterizerState);
- SafeRelease(mCopyDepthStencilState);
+ mResourcesLoaded = true;
+
+ return gl::Error(GL_NO_ERROR);
}
void PixelTransfer11::setBufferToTextureCopyParams(const gl::Box &destArea, const gl::Extents &destSize, GLenum internalFormat,
@@ -138,18 +177,21 @@ void PixelTransfer11::setBufferToTextureCopyParams(const gl::Box &destArea, cons
parametersOut->PositionScale[1] = -2.0f / static_cast<float>(destSize.height);
}
-bool PixelTransfer11::copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
- GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
+gl::Error PixelTransfer11::copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
{
- gl::Extents destSize = destRenderTarget->getExtents();
-
- if (destArea.x < 0 || destArea.x + destArea.width > destSize.width ||
- destArea.y < 0 || destArea.y + destArea.height > destSize.height ||
- destArea.z < 0 || destArea.z + destArea.depth > destSize.depth )
+ gl::Error error = loadResources();
+ if (error.isError())
{
- return false;
+ return error;
}
+ gl::Extents destSize = destRenderTarget->getExtents();
+
+ ASSERT(destArea.x >= 0 && destArea.x + destArea.width <= destSize.width &&
+ destArea.y >= 0 && destArea.y + destArea.height <= destSize.height &&
+ destArea.z >= 0 && destArea.z + destArea.depth <= destSize.depth );
+
const gl::Buffer &sourceBuffer = *unpack.pixelBuffer.get();
ASSERT(mRenderer->supportsFastCopyBufferToTexture(destinationFormat));
@@ -177,7 +219,6 @@ bool PixelTransfer11::copyBufferToTexture(const gl::PixelUnpackState &unpack, un
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
- ID3D11ShaderResourceView *nullSRV = NULL;
ID3D11Buffer *nullBuffer = NULL;
UINT zero = 0;
@@ -187,7 +228,7 @@ bool PixelTransfer11::copyBufferToTexture(const gl::PixelUnpackState &unpack, un
deviceContext->VSSetShader(mBufferToTextureVS, NULL, 0);
deviceContext->GSSetShader(geometryShader, NULL, 0);
deviceContext->PSSetShader(pixelShader, NULL, 0);
- deviceContext->PSSetShaderResources(0, 1, &bufferSRV);
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, bufferSRV);
deviceContext->IASetInputLayout(NULL);
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
@@ -220,21 +261,32 @@ bool PixelTransfer11::copyBufferToTexture(const gl::PixelUnpackState &unpack, un
deviceContext->Draw(numPixels, 0);
// Unbind textures and render targets and vertex buffer
- deviceContext->PSSetShaderResources(0, 1, &nullSRV);
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
deviceContext->VSSetConstantBuffers(0, 1, &nullBuffer);
mRenderer->markAllStateDirty();
- return true;
+ return gl::Error(GL_NO_ERROR);
}
-void PixelTransfer11::buildShaderMap()
+gl::Error PixelTransfer11::buildShaderMap()
{
ID3D11Device *device = mRenderer->getDevice();
mBufferToTexturePSMap[GL_FLOAT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4F, "BufferToTexture RGBA ps");
mBufferToTexturePSMap[GL_INT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4I, "BufferToTexture RGBA-I ps");
mBufferToTexturePSMap[GL_UNSIGNED_INT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4UI, "BufferToTexture RGBA-UI ps");
+
+ // Check that all the shaders were created successfully
+ for (auto shaderMapIt = mBufferToTexturePSMap.begin(); shaderMapIt != mBufferToTexturePSMap.end(); shaderMapIt++)
+ {
+ if (shaderMapIt->second == NULL)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture pixel shader.");
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
}
ID3D11PixelShader *PixelTransfer11::findBufferToTexturePS(GLenum internalFormat) const
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.h
index ed1a3ae1d0..29552140bb 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.h
@@ -11,6 +11,8 @@
#ifndef LIBGLESV2_PIXELTRANSFER11_H_
#define LIBGLESV2_PIXELTRANSFER11_H_
+#include "libGLESv2/Error.h"
+
#include "common/platform.h"
#include <GLES2/gl2.h>
@@ -38,15 +40,13 @@ class PixelTransfer11
explicit PixelTransfer11(Renderer11 *renderer);
~PixelTransfer11();
- static bool supportsBufferToTextureCopy(GLenum internalFormat);
-
// unpack: the source buffer is stored in the unpack state, and buffer strides
// offset: the start of the data within the unpack buffer
// destRenderTarget: individual slice/layer of a target texture
// destinationFormat/sourcePixelsType: determines shaders + shader parameters
// destArea: the sub-section of destRenderTarget to copy to
- bool copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
- GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea);
+ gl::Error copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea);
private:
@@ -65,11 +65,13 @@ class PixelTransfer11
static void setBufferToTextureCopyParams(const gl::Box &destArea, const gl::Extents &destSize, GLenum internalFormat,
const gl::PixelUnpackState &unpack, unsigned int offset, CopyShaderParams *parametersOut);
- void buildShaderMap();
+ gl::Error loadResources();
+ gl::Error buildShaderMap();
ID3D11PixelShader *findBufferToTexturePS(GLenum internalFormat) const;
Renderer11 *mRenderer;
+ bool mResourcesLoaded;
std::map<GLenum, ID3D11PixelShader *> mBufferToTexturePSMap;
ID3D11VertexShader *mBufferToTextureVS;
ID3D11GeometryShader *mBufferToTextureGS;
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Query11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Query11.cpp
index 7109be3e28..17ab1f8ab3 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Query11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Query11.cpp
@@ -10,13 +10,14 @@
#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
#include "libGLESv2/main.h"
+#include "common/utilities.h"
#include <GLES2/gl2ext.h>
namespace rx
{
-Query11::Query11(rx::Renderer11 *renderer, GLenum type)
+Query11::Query11(Renderer11 *renderer, GLenum type)
: QueryImpl(type),
mResult(0),
mQueryFinished(false),
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Query11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Query11.h
index 822f2542ee..f9ff467873 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Query11.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Query11.h
@@ -18,7 +18,7 @@ class Renderer11;
class Query11 : public QueryImpl
{
public:
- Query11(rx::Renderer11 *renderer, GLenum type);
+ Query11(Renderer11 *renderer, GLenum type);
virtual ~Query11();
virtual gl::Error begin();
@@ -35,7 +35,7 @@ class Query11 : public QueryImpl
bool mQueryFinished;
- rx::Renderer11 *mRenderer;
+ Renderer11 *mRenderer;
ID3D11Query *mQuery;
};
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.cpp
index 71b931f27e..ab4f60bd98 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.cpp
@@ -38,11 +38,14 @@ const unsigned int RenderStateCache::kMaxRasterizerStates = 4096;
const unsigned int RenderStateCache::kMaxDepthStencilStates = 4096;
const unsigned int RenderStateCache::kMaxSamplerStates = 4096;
-RenderStateCache::RenderStateCache() : mDevice(NULL), mCounter(0),
- mBlendStateCache(kMaxBlendStates, hashBlendState, compareBlendStates),
- mRasterizerStateCache(kMaxRasterizerStates, hashRasterizerState, compareRasterizerStates),
- mDepthStencilStateCache(kMaxDepthStencilStates, hashDepthStencilState, compareDepthStencilStates),
- mSamplerStateCache(kMaxSamplerStates, hashSamplerState, compareSamplerStates)
+RenderStateCache::RenderStateCache(Renderer11 *renderer)
+ : mRenderer(renderer),
+ mDevice(NULL),
+ mCounter(0),
+ mBlendStateCache(kMaxBlendStates, hashBlendState, compareBlendStates),
+ mRasterizerStateCache(kMaxRasterizerStates, hashRasterizerState, compareRasterizerStates),
+ mDepthStencilStateCache(kMaxDepthStencilStates, hashDepthStencilState, compareDepthStencilStates),
+ mSamplerStateCache(kMaxSamplerStates, hashSamplerState, compareSamplerStates)
{
}
@@ -89,7 +92,7 @@ gl::Error RenderStateCache::getBlendState(const gl::Framebuffer *framebuffer, co
bool mrt = false;
- const gl::ColorbufferInfo &colorbuffers = framebuffer->getColorbuffersForRender();
+ const gl::ColorbufferInfo &colorbuffers = framebuffer->getColorbuffersForRender(mRenderer->getWorkarounds());
BlendStateKey key = { 0 };
key.blendState = blendState;
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.h
index d5471a3061..dfd1d84265 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.h
@@ -28,7 +28,7 @@ class Renderer11;
class RenderStateCache
{
public:
- RenderStateCache();
+ RenderStateCache(Renderer11 *renderer);
virtual ~RenderStateCache();
void initialize(ID3D11Device *device);
@@ -42,6 +42,7 @@ class RenderStateCache
private:
DISALLOW_COPY_AND_ASSIGN(RenderStateCache);
+ Renderer11 *mRenderer;
unsigned long long mCounter;
// Blend state cache
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.cpp
index 3041f21faa..aff3453492 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.cpp
@@ -10,6 +10,7 @@
#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/SwapChain11.h"
#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
#include "libGLESv2/main.h"
@@ -176,276 +177,228 @@ static unsigned int getDSVSubresourceIndex(ID3D11Resource *resource, ID3D11Depth
return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels);
}
-RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11RenderTargetView *rtv, ID3D11Resource *resource,
- ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height, GLsizei depth)
+RenderTarget11 *RenderTarget11::makeRenderTarget11(RenderTarget *target)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(RenderTarget11*, target));
+ return static_cast<RenderTarget11*>(target);
+}
+
+void RenderTarget11::invalidate(GLint x, GLint y, GLsizei width, GLsizei height)
{
- mRenderer = Renderer11::makeRenderer11(renderer);
+ // Currently a no-op
+}
- mTexture = resource;
+TextureRenderTarget11::TextureRenderTarget11(ID3D11RenderTargetView *rtv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv,
+ GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei samples)
+ : mWidth(width),
+ mHeight(height),
+ mDepth(depth),
+ mInternalFormat(internalFormat),
+ mActualFormat(internalFormat),
+ mSamples(samples),
+ mSubresourceIndex(0),
+ mTexture(resource),
+ mRenderTarget(rtv),
+ mDepthStencil(NULL),
+ mShaderResource(srv)
+{
if (mTexture)
{
mTexture->AddRef();
}
- mRenderTarget = rtv;
if (mRenderTarget)
{
mRenderTarget->AddRef();
}
- mDepthStencil = NULL;
-
- mShaderResource = srv;
if (mShaderResource)
{
mShaderResource->AddRef();
}
- mSubresourceIndex = 0;
-
if (mRenderTarget && mTexture)
{
+ mSubresourceIndex = getRTVSubresourceIndex(mTexture, mRenderTarget);
+
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;
-
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(desc.Format);
- mInternalFormat = dxgiFormatInfo.internalFormat;
mActualFormat = dxgiFormatInfo.internalFormat;
}
}
-RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11DepthStencilView *dsv, ID3D11Resource *resource,
- ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height, GLsizei depth)
+TextureRenderTarget11::TextureRenderTarget11(ID3D11DepthStencilView *dsv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv,
+ GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei samples)
+ : mWidth(width),
+ mHeight(height),
+ mDepth(depth),
+ mInternalFormat(internalFormat),
+ mActualFormat(internalFormat),
+ mSamples(samples),
+ mSubresourceIndex(0),
+ mTexture(resource),
+ mRenderTarget(NULL),
+ mDepthStencil(dsv),
+ mShaderResource(srv)
{
- 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)
{
+ mSubresourceIndex = getDSVSubresourceIndex(mTexture, mDepthStencil);
+
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;
-
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(desc.Format);
- mInternalFormat = dxgiFormatInfo.internalFormat;
mActualFormat = dxgiFormatInfo.internalFormat;
}
}
-RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height, GLenum internalFormat, GLsizei samples)
+TextureRenderTarget11::~TextureRenderTarget11()
{
- mRenderer = Renderer11::makeRenderer11(renderer);
- mTexture = NULL;
- mRenderTarget = NULL;
- mDepthStencil = NULL;
- mShaderResource = NULL;
+ SafeRelease(mTexture);
+ SafeRelease(mRenderTarget);
+ SafeRelease(mDepthStencil);
+ SafeRelease(mShaderResource);
+}
- const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalFormat);
- const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(formatInfo.texFormat);
+ID3D11Resource *TextureRenderTarget11::getTexture() const
+{
+ return mTexture;
+}
- const gl::TextureCaps &textureCaps = mRenderer->getRendererTextureCaps().get(internalFormat);
- GLuint supportedSamples = textureCaps.getNearestSamples(samples);
+ID3D11RenderTargetView *TextureRenderTarget11::getRenderTargetView() const
+{
+ return mRenderTarget;
+}
- 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 = formatInfo.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 = (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);
- bindDSV = (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);
- if (formatInfo.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 = !(formatInfo.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 = formatInfo.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 = formatInfo.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 = formatInfo.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 (formatInfo.dataInitializerFunction != NULL)
- {
- ID3D11DeviceContext *context = mRenderer->getDeviceContext();
-
- const float clearValues[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
- context->ClearRenderTargetView(mRenderTarget, clearValues);
- }
- }
- }
+ID3D11DepthStencilView *TextureRenderTarget11::getDepthStencilView() const
+{
+ return mDepthStencil;
+}
+ID3D11ShaderResourceView *TextureRenderTarget11::getShaderResourceView() const
+{
+ return mShaderResource;
+}
- mWidth = width;
- mHeight = height;
- mDepth = 1;
- mInternalFormat = internalFormat;
- mSamples = supportedSamples;
- mActualFormat = dxgiFormatInfo.internalFormat;
- mSubresourceIndex = D3D11CalcSubresource(0, 0, 1);
+GLsizei TextureRenderTarget11::getWidth() const
+{
+ return mWidth;
}
-RenderTarget11::~RenderTarget11()
+GLsizei TextureRenderTarget11::getHeight() const
{
- SafeRelease(mTexture);
- SafeRelease(mRenderTarget);
- SafeRelease(mDepthStencil);
- SafeRelease(mShaderResource);
+ return mHeight;
}
-RenderTarget11 *RenderTarget11::makeRenderTarget11(RenderTarget *target)
+GLsizei TextureRenderTarget11::getDepth() const
{
- ASSERT(HAS_DYNAMIC_TYPE(rx::RenderTarget11*, target));
- return static_cast<rx::RenderTarget11*>(target);
+ return mDepth;
}
-void RenderTarget11::invalidate(GLint x, GLint y, GLsizei width, GLsizei height)
+GLenum TextureRenderTarget11::getInternalFormat() const
{
- // Currently a no-op
+ return mInternalFormat;
}
-ID3D11Resource *RenderTarget11::getTexture() const
+GLenum TextureRenderTarget11::getActualFormat() const
{
- return mTexture;
+ return mActualFormat;
}
-ID3D11RenderTargetView *RenderTarget11::getRenderTargetView() const
+GLsizei TextureRenderTarget11::getSamples() const
{
- return mRenderTarget;
+ return mSamples;
}
-ID3D11DepthStencilView *RenderTarget11::getDepthStencilView() const
+unsigned int TextureRenderTarget11::getSubresourceIndex() const
{
- return mDepthStencil;
+ return mSubresourceIndex;
}
-ID3D11ShaderResourceView *RenderTarget11::getShaderResourceView() const
+
+SurfaceRenderTarget11::SurfaceRenderTarget11(SwapChain11 *swapChain, bool depth)
+ : mSwapChain(swapChain),
+ mDepth(depth)
{
- return mShaderResource;
+ ASSERT(mSwapChain);
}
-unsigned int RenderTarget11::getSubresourceIndex() const
+SurfaceRenderTarget11::~SurfaceRenderTarget11()
{
- return mSubresourceIndex;
+}
+
+GLsizei SurfaceRenderTarget11::getWidth() const
+{
+ return mSwapChain->getWidth();
+}
+
+GLsizei SurfaceRenderTarget11::getHeight() const
+{
+ return mSwapChain->getHeight();
+}
+
+GLsizei SurfaceRenderTarget11::getDepth() const
+{
+ return 1;
+}
+
+GLenum SurfaceRenderTarget11::getInternalFormat() const
+{
+ return (mDepth ? mSwapChain->GetDepthBufferInternalFormat() : mSwapChain->GetBackBufferInternalFormat());
+}
+
+GLenum SurfaceRenderTarget11::getActualFormat() const
+{
+ return d3d11::GetDXGIFormatInfo(d3d11::GetTextureFormatInfo(getInternalFormat()).texFormat).internalFormat;
+}
+
+GLsizei SurfaceRenderTarget11::getSamples() const
+{
+ // Our EGL surfaces do not support multisampling.
+ return 0;
+}
+
+ID3D11Resource *SurfaceRenderTarget11::getTexture() const
+{
+ return (mDepth ? mSwapChain->getDepthStencilTexture() : mSwapChain->getOffscreenTexture());
+}
+
+ID3D11RenderTargetView *SurfaceRenderTarget11::getRenderTargetView() const
+{
+ return (mDepth ? NULL : mSwapChain->getRenderTarget());
+}
+
+ID3D11DepthStencilView *SurfaceRenderTarget11::getDepthStencilView() const
+{
+ return (mDepth ? mSwapChain->getDepthStencil() : NULL);
+}
+
+ID3D11ShaderResourceView *SurfaceRenderTarget11::getShaderResourceView() const
+{
+ return (mDepth ? mSwapChain->getDepthStencilShaderResource() : mSwapChain->getRenderTargetShaderResource());
+}
+
+unsigned int SurfaceRenderTarget11::getSubresourceIndex() const
+{
+ return 0;
}
}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.h
index 82182957af..c7babdda3f 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.h
@@ -14,39 +14,95 @@
namespace rx
{
-class Renderer;
-class Renderer11;
+class SwapChain11;
class RenderTarget11 : public RenderTarget
{
public:
- // RenderTarget11 takes ownership of any D3D11 resources it is given and will AddRef them
- RenderTarget11(Renderer *renderer, ID3D11RenderTargetView *rtv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height, GLsizei depth);
- RenderTarget11(Renderer *renderer, ID3D11DepthStencilView *dsv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height, GLsizei depth);
- RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height, GLenum internalFormat, GLsizei samples);
- virtual ~RenderTarget11();
+ RenderTarget11() { }
+ virtual ~RenderTarget11() { }
static RenderTarget11 *makeRenderTarget11(RenderTarget *renderTarget);
- virtual void invalidate(GLint x, GLint y, GLsizei width, GLsizei height);
+ void invalidate(GLint x, GLint y, GLsizei width, GLsizei height) override;
- ID3D11Resource *getTexture() const;
- ID3D11RenderTargetView *getRenderTargetView() const;
- ID3D11DepthStencilView *getDepthStencilView() const;
- ID3D11ShaderResourceView *getShaderResourceView() const;
+ virtual ID3D11Resource *getTexture() const = 0;
+ virtual ID3D11RenderTargetView *getRenderTargetView() const = 0;
+ virtual ID3D11DepthStencilView *getDepthStencilView() const = 0;
+ virtual ID3D11ShaderResourceView *getShaderResourceView() const = 0;
- unsigned int getSubresourceIndex() const;
+ virtual unsigned int getSubresourceIndex() const = 0;
private:
DISALLOW_COPY_AND_ASSIGN(RenderTarget11);
+};
+
+class TextureRenderTarget11 : public RenderTarget11
+{
+ public:
+ // TextureRenderTarget11 takes ownership of any D3D11 resources it is given and will AddRef them
+ TextureRenderTarget11(ID3D11RenderTargetView *rtv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv,
+ GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei samples);
+ TextureRenderTarget11(ID3D11DepthStencilView *dsv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv,
+ GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei samples);
+ virtual ~TextureRenderTarget11();
+
+ GLsizei getWidth() const override;
+ GLsizei getHeight() const override;
+ GLsizei getDepth() const override;
+ GLenum getInternalFormat() const override;
+ GLenum getActualFormat() const override;
+ GLsizei getSamples() const override;
+
+ ID3D11Resource *getTexture() const override;
+ ID3D11RenderTargetView *getRenderTargetView() const override;
+ ID3D11DepthStencilView *getDepthStencilView() const override;
+ ID3D11ShaderResourceView *getShaderResourceView() const override;
+
+ unsigned int getSubresourceIndex() const override;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureRenderTarget11);
+
+ GLsizei mWidth;
+ GLsizei mHeight;
+ GLsizei mDepth;
+ GLenum mInternalFormat;
+ GLenum mActualFormat;
+ GLsizei mSamples;
unsigned int mSubresourceIndex;
ID3D11Resource *mTexture;
ID3D11RenderTargetView *mRenderTarget;
ID3D11DepthStencilView *mDepthStencil;
ID3D11ShaderResourceView *mShaderResource;
+};
+
+class SurfaceRenderTarget11 : public RenderTarget11
+{
+ public:
+ SurfaceRenderTarget11(SwapChain11 *swapChain, bool depth);
+ virtual ~SurfaceRenderTarget11();
+
+ GLsizei getWidth() const override;
+ GLsizei getHeight() const override;
+ GLsizei getDepth() const override;
+ GLenum getInternalFormat() const override;
+ GLenum getActualFormat() const override;
+ GLsizei getSamples() const override;
+
+ ID3D11Resource *getTexture() const override;
+ ID3D11RenderTargetView *getRenderTargetView() const override;
+ ID3D11DepthStencilView *getDepthStencilView() const override;
+ ID3D11ShaderResourceView *getShaderResourceView() const override;
+
+ unsigned int getSubresourceIndex() const override;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(SurfaceRenderTarget11);
- Renderer11 *mRenderer;
+ SwapChain11 *mSwapChain;
+ bool mDepth;
};
}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
index b29b2ef910..e6d7f3025b 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
@@ -6,12 +6,12 @@
// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
-#include "common/platform.h"
#include "libGLESv2/main.h"
#include "libGLESv2/Buffer.h"
#include "libGLESv2/FramebufferAttachment.h"
#include "libGLESv2/ProgramBinary.h"
#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/State.h"
#include "libGLESv2/renderer/d3d/ProgramD3D.h"
#include "libGLESv2/renderer/d3d/ShaderD3D.h"
#include "libGLESv2/renderer/d3d/TextureD3D.h"
@@ -36,10 +36,12 @@
#include "libGLESv2/renderer/d3d/d3d11/PixelTransfer11.h"
#include "libGLESv2/renderer/d3d/d3d11/VertexArray11.h"
#include "libGLESv2/renderer/d3d/d3d11/Buffer11.h"
+#include "libGLESv2/renderer/d3d/RenderbufferD3D.h"
#include "libEGL/Display.h"
#include "common/utilities.h"
+#include "common/tls.h"
#include <EGL/eglext.h>
@@ -59,6 +61,9 @@
namespace rx
{
+
+namespace
+{
static const DXGI_FORMAT RenderTargetFormats[] =
{
DXGI_FORMAT_B8G8R8A8_UNORM,
@@ -77,10 +82,22 @@ enum
MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
};
-Renderer11::Renderer11(egl::Display *display, EGLNativeDisplayType hDc, EGLint requestedDisplay)
- : Renderer(display),
+// Does *not* increment the resource ref count!!
+ID3D11Resource *GetSRVResource(ID3D11ShaderResourceView *srv)
+{
+ ID3D11Resource *resource = NULL;
+ ASSERT(srv);
+ srv->GetResource(&resource);
+ resource->Release();
+ return resource;
+}
+
+}
+
+Renderer11::Renderer11(egl::Display *display, EGLNativeDisplayType hDc, const egl::AttributeMap &attributes)
+ : RendererD3D(display),
mDc(hDc),
- mRequestedDisplay(requestedDisplay)
+ mStateCache(this)
{
mVertexDataManager = NULL;
mIndexDataManager = NULL;
@@ -112,6 +129,50 @@ Renderer11::Renderer11(egl::Display *display, EGLNativeDisplayType hDc, EGLint r
mAppliedGeometryShader = NULL;
mCurPointGeometryShader = NULL;
mAppliedPixelShader = NULL;
+
+ EGLint requestedMajorVersion = attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, EGL_DONT_CARE);
+ EGLint requestedMinorVersion = attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, EGL_DONT_CARE);
+
+ if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 11)
+ {
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_11_0);
+ }
+ }
+
+ if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 10)
+ {
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 1)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_1);
+ }
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_0);
+ }
+ }
+
+#if !defined(ANGLE_ENABLE_D3D9)
+ if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 9)
+ {
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 3)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_3);
+ }
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 2)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_2);
+ }
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 1)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_1);
+ }
+ }
+#endif
+
+ mDriverType = (attributes.get(EGL_PLATFORM_ANGLE_USE_WARP_ANGLE, EGL_FALSE) == EGL_TRUE) ? D3D_DRIVER_TYPE_WARP
+ : D3D_DRIVER_TYPE_HARDWARE;
}
Renderer11::~Renderer11()
@@ -121,8 +182,8 @@ Renderer11::~Renderer11()
Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
{
- ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
- return static_cast<rx::Renderer11*>(renderer);
+ ASSERT(HAS_DYNAMIC_TYPE(Renderer11*, renderer));
+ return static_cast<Renderer11*>(renderer);
}
#ifndef __d3d11_1_h__
@@ -136,7 +197,7 @@ EGLint Renderer11::initialize()
return EGL_NOT_INITIALIZED;
}
-#if !defined(ANGLE_PLATFORM_WINRT)
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
@@ -157,33 +218,14 @@ EGLint Renderer11::initialize()
}
#endif
- D3D_FEATURE_LEVEL featureLevels[] =
- {
- D3D_FEATURE_LEVEL_11_0,
- D3D_FEATURE_LEVEL_10_1,
- D3D_FEATURE_LEVEL_10_0,
-#if !defined(ANGLE_ENABLE_D3D9)
- D3D_FEATURE_LEVEL_9_3,
- D3D_FEATURE_LEVEL_9_2,
- D3D_FEATURE_LEVEL_9_1,
-#endif
- };
-
- D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_HARDWARE;
- if (mRequestedDisplay == EGL_PLATFORM_ANGLE_TYPE_D3D11_WARP_ANGLE)
- {
- driverType = D3D_DRIVER_TYPE_WARP;
- }
-
HRESULT result = S_OK;
-
#ifdef _DEBUG
result = D3D11CreateDevice(NULL,
- driverType,
+ mDriverType,
NULL,
D3D11_CREATE_DEVICE_DEBUG,
- featureLevels,
- ArraySize(featureLevels),
+ mAvailableFeatureLevels.data(),
+ mAvailableFeatureLevels.size(),
D3D11_SDK_VERSION,
&mDevice,
&mFeatureLevel,
@@ -198,11 +240,11 @@ EGLint Renderer11::initialize()
#endif
{
result = D3D11CreateDevice(NULL,
- driverType,
+ mDriverType,
NULL,
0,
- featureLevels,
- ArraySize(featureLevels),
+ mAvailableFeatureLevels.data(),
+ mAvailableFeatureLevels.size(),
D3D11_SDK_VERSION,
&mDevice,
&mFeatureLevel,
@@ -215,7 +257,18 @@ EGLint Renderer11::initialize()
}
}
-#if !ANGLE_SKIP_DXGI_1_2_CHECK && !defined(ANGLE_PLATFORM_WINRT)
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
+ static wchar_t *qt_d3dcreate_multihreaded_var = _wgetenv(L"QT_D3DCREATE_MULTITHREADED");
+ if (qt_d3dcreate_multihreaded_var && wcsstr(qt_d3dcreate_multihreaded_var, L"1"))
+ {
+ ID3D10Multithread *multithread;
+ result = mDevice->QueryInterface(IID_PPV_ARGS(&multithread));
+ ASSERT(SUCCEEDED(result));
+ result = multithread->SetMultithreadProtected(true);
+ ASSERT(SUCCEEDED(result));
+ multithread->Release();
+ }
+#if !ANGLE_SKIP_DXGI_1_2_CHECK
// In order to create a swap chain for an HWND owned by another process, DXGI 1.2 is required.
// The easiest way to check is to query for a IDXGIDevice2.
bool requireDXGI1_2 = false;
@@ -244,13 +297,10 @@ EGLint Renderer11::initialize()
SafeRelease(dxgiDevice2);
}
#endif
+#endif
-#if !defined(ANGLE_PLATFORM_WINRT)
IDXGIDevice *dxgiDevice = NULL;
-#else
- IDXGIDevice1 *dxgiDevice = NULL;
-#endif
- result = mDevice->QueryInterface(IID_PPV_ARGS(&dxgiDevice));
+ result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
if (FAILED(result))
{
@@ -281,9 +331,9 @@ EGLint Renderer11::initialize()
}
// Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
-#if !defined(__MINGW32__) && defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
+#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
ID3D11InfoQueue *infoQueue;
- result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
+ result = mDevice->QueryInterface(IID_ID3D11InfoQueue, (void **)&infoQueue);
if (SUCCEEDED(result))
{
@@ -301,19 +351,6 @@ EGLint Renderer11::initialize()
}
#endif
-#if !defined(ANGLE_PLATFORM_WINRT)
- static wchar_t *qt_d3dcreate_multihreaded_var = _wgetenv(L"QT_D3DCREATE_MULTITHREADED");
- if (qt_d3dcreate_multihreaded_var && wcsstr(qt_d3dcreate_multihreaded_var, L"1"))
- {
- ID3D10Multithread *multithread;
- result = mDevice->QueryInterface(IID_PPV_ARGS(&multithread));
- ASSERT(SUCCEEDED(result));
- result = multithread->SetMultithreadProtected(true);
- ASSERT(SUCCEEDED(result));
- multithread->Release();
- }
-#endif
-
initializeDevice();
return EGL_SUCCESS;
@@ -394,7 +431,7 @@ void Renderer11::deleteConfigs(ConfigDesc *configDescList)
delete [] (configDescList);
}
-void Renderer11::sync(bool block)
+gl::Error Renderer11::sync(bool block)
{
if (block)
{
@@ -408,6 +445,10 @@ void Renderer11::sync(bool block)
result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create event query, result: 0x%X.", result);
+ }
}
mDeviceContext->End(mSyncQuery);
@@ -416,13 +457,17 @@ void Renderer11::sync(bool block)
do
{
result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get event query data, result: 0x%X.", result);
+ }
// Keep polling, but allow other threads to do something useful first
Sleep(0);
if (testDeviceLost(true))
{
- return;
+ return gl::Error(GL_OUT_OF_MEMORY, "Device was lost while waiting for sync.");
}
}
while (result == S_FALSE);
@@ -431,22 +476,26 @@ void Renderer11::sync(bool block)
{
mDeviceContext->Flush();
}
+
+ return gl::Error(GL_NO_ERROR);
}
-SwapChain *Renderer11::createSwapChain(EGLNativeWindowType window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
+SwapChain *Renderer11::createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
{
- return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
+ return new SwapChain11(this, nativeWindow, shareHandle, backBufferFormat, depthBufferFormat);
}
gl::Error Renderer11::generateSwizzle(gl::Texture *texture)
{
if (texture)
{
- TextureStorage *texStorage = texture->getNativeTexture();
+ TextureD3D *textureD3D = TextureD3D::makeTextureD3D(texture->getImplementation());
+ ASSERT(textureD3D);
+
+ TextureStorage *texStorage = textureD3D->getNativeTexture();
if (texStorage)
{
TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage);
-
gl::Error error = storage11->generateSwizzles(texture->getSamplerState().swizzleRed,
texture->getSamplerState().swizzleGreen,
texture->getSamplerState().swizzleBlue,
@@ -461,16 +510,21 @@ gl::Error Renderer11::generateSwizzle(gl::Texture *texture)
return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
+gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &samplerStateParam)
{
+ // Make sure to add the level offset for our tiny compressed texture workaround
+ TextureD3D *textureD3D = TextureD3D::makeTextureD3D(texture->getImplementation());
+ gl::SamplerState samplerStateInternal = samplerStateParam;
+ samplerStateInternal.baseLevel += textureD3D->getNativeTexture()->getTopLevel();
+
if (type == gl::SAMPLER_PIXEL)
{
ASSERT(static_cast<unsigned int>(index) < getRendererCaps().maxTextureImageUnits);
- if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
+ if (mForceSetPixelSamplerStates[index] || memcmp(&samplerStateInternal, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
{
ID3D11SamplerState *dxSamplerState = NULL;
- gl::Error error = mStateCache.getSamplerState(samplerState, &dxSamplerState);
+ gl::Error error = mStateCache.getSamplerState(samplerStateInternal, &dxSamplerState);
if (error.isError())
{
return error;
@@ -479,7 +533,7 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, const gl:
ASSERT(dxSamplerState != NULL);
mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
- mCurPixelSamplerStates[index] = samplerState;
+ mCurPixelSamplerStates[index] = samplerStateInternal;
}
mForceSetPixelSamplerStates[index] = false;
@@ -488,10 +542,10 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, const gl:
{
ASSERT(static_cast<unsigned int>(index) < getRendererCaps().maxVertexTextureImageUnits);
- if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
+ if (mForceSetVertexSamplerStates[index] || memcmp(&samplerStateInternal, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
{
ID3D11SamplerState *dxSamplerState = NULL;
- gl::Error error = mStateCache.getSamplerState(samplerState, &dxSamplerState);
+ gl::Error error = mStateCache.getSamplerState(samplerStateInternal, &dxSamplerState);
if (error.isError())
{
return error;
@@ -500,7 +554,7 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, const gl:
ASSERT(dxSamplerState != NULL);
mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
- mCurVertexSamplerStates[index] = samplerState;
+ mCurVertexSamplerStates[index] = samplerStateInternal;
}
mForceSetVertexSamplerStates[index] = false;
@@ -513,50 +567,36 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, const gl:
gl::Error Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
{
ID3D11ShaderResourceView *textureSRV = NULL;
- bool forceSetTexture = false;
if (texture)
{
- TextureD3D* textureImpl = TextureD3D::makeTextureD3D(texture->getImplementation());
+ TextureD3D *textureImpl = TextureD3D::makeTextureD3D(texture->getImplementation());
TextureStorage *texStorage = textureImpl->getNativeTexture();
ASSERT(texStorage != NULL);
TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage);
- gl::SamplerState samplerState;
- texture->getSamplerStateWithNativeOffset(&samplerState);
- textureSRV = storage11->getSRV(samplerState);
+
+ // Make sure to add the level offset for our tiny compressed texture workaround
+ gl::SamplerState samplerState = texture->getSamplerState();
+ samplerState.baseLevel += storage11->getTopLevel();
+
+ gl::Error error = storage11->getSRV(samplerState, &textureSRV);
+ if (error.isError())
+ {
+ return error;
+ }
// If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
// missing the shader resource view
ASSERT(textureSRV != NULL);
- forceSetTexture = textureImpl->hasDirtyImages();
textureImpl->resetDirty();
}
- if (type == gl::SAMPLER_PIXEL)
- {
- ASSERT(static_cast<unsigned int>(index) < getRendererCaps().maxTextureImageUnits);
-
- if (forceSetTexture || mCurPixelSRVs[index] != textureSRV)
- {
- mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
- }
-
- mCurPixelSRVs[index] = textureSRV;
- }
- else if (type == gl::SAMPLER_VERTEX)
- {
- ASSERT(static_cast<unsigned int>(index) < getRendererCaps().maxVertexTextureImageUnits);
-
- if (forceSetTexture || mCurVertexSRVs[index] != textureSRV)
- {
- mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
- }
+ ASSERT((type == gl::SAMPLER_PIXEL && static_cast<unsigned int>(index) < getRendererCaps().maxTextureImageUnits) ||
+ (type == gl::SAMPLER_VERTEX && static_cast<unsigned int>(index) < getRendererCaps().maxVertexTextureImageUnits));
- mCurVertexSRVs[index] = textureSRV;
- }
- else UNREACHABLE();
+ setShaderResource(type, index, textureSRV);
return gl::Error(GL_NO_ERROR);
}
@@ -631,7 +671,7 @@ gl::Error Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
+gl::Error Renderer11::setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
unsigned int sampleMask)
{
if (mForceSetBlendState ||
@@ -831,7 +871,22 @@ bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
return count >= minCount;
}
-gl::Error Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
+void Renderer11::unsetSRVsWithResource(gl::SamplerType samplerType, const ID3D11Resource *resource)
+{
+ std::vector<ID3D11ShaderResourceView *> &currentSRVs = (samplerType == gl::SAMPLER_VERTEX ? mCurVertexSRVs : mCurPixelSRVs);
+
+ for (size_t resourceIndex = 0; resourceIndex < currentSRVs.size(); ++resourceIndex)
+ {
+ ID3D11ShaderResourceView *srv = currentSRVs[resourceIndex];
+
+ if (srv && GetSRVResource(srv) == resource)
+ {
+ setShaderResource(samplerType, static_cast<UINT>(resourceIndex), NULL);
+ }
+ }
+}
+
+gl::Error Renderer11::applyRenderTarget(const gl::Framebuffer *framebuffer)
{
// Get the color render buffer and serial
// Also extract the render target dimensions and view
@@ -842,7 +897,7 @@ gl::Error Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
bool missingColorRenderTarget = true;
- const gl::ColorbufferInfo &colorbuffers = framebuffer->getColorbuffersForRender();
+ const gl::ColorbufferInfo &colorbuffers = framebuffer->getColorbuffersForRender(getWorkarounds());
for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
{
@@ -863,17 +918,16 @@ gl::Error Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
renderTargetSerials[colorAttachment] = GetAttachmentSerial(colorbuffer);
// Extract the render target dimensions and view
- RenderTarget11 *renderTarget = d3d11::GetAttachmentRenderTarget(colorbuffer);
- if (!renderTarget)
+ RenderTarget11 *renderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &renderTarget);
+ if (error.isError())
{
- return gl::Error(GL_OUT_OF_MEMORY, "Internal render target pointer unexpectedly null.");
+ return error;
}
+ ASSERT(renderTarget);
framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
- if (!framebufferRTVs[colorAttachment])
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Internal render target view pointer unexpectedly null.");
- }
+ ASSERT(framebufferRTVs[colorAttachment]);
if (missingColorRenderTarget)
{
@@ -883,8 +937,12 @@ gl::Error Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
missingColorRenderTarget = false;
}
- // TODO: Detect if this color buffer is already bound as a texture and unbind it first to prevent
- // D3D11 warnings.
+#if !defined(NDEBUG)
+ // Unbind render target SRVs from the shader here to prevent D3D11 warnings.
+ ID3D11Resource *renderTargetResource = renderTarget->getTexture();
+ unsetSRVsWithResource(gl::SAMPLER_VERTEX, renderTargetResource);
+ unsetSRVsWithResource(gl::SAMPLER_PIXEL, renderTargetResource);
+#endif
}
}
@@ -905,19 +963,17 @@ gl::Error Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
ID3D11DepthStencilView* framebufferDSV = NULL;
if (depthStencil)
{
- RenderTarget11 *depthStencilRenderTarget = d3d11::GetAttachmentRenderTarget(depthStencil);
- if (!depthStencilRenderTarget)
+ RenderTarget11 *depthStencilRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(depthStencil, &depthStencilRenderTarget);
+ if (error.isError())
{
SafeRelease(framebufferRTVs);
- return gl::Error(GL_OUT_OF_MEMORY, "Internal render target pointer unexpectedly null.");
+ return error;
}
+ ASSERT(depthStencilRenderTarget);
framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
- if (!framebufferDSV)
- {
- SafeRelease(framebufferRTVs);
- return gl::Error(GL_OUT_OF_MEMORY, "Internal depth stencil view pointer unexpectedly null.");
- }
+ ASSERT(framebufferDSV);
// If there is no render buffer, the width, height and format values come from
// the depth stencil
@@ -964,17 +1020,16 @@ gl::Error Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[],
- GLint first, GLsizei count, GLsizei instances)
+gl::Error Renderer11::applyVertexBuffer(const gl::State &state, GLint first, GLsizei count, GLsizei instances)
{
TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
- gl::Error error = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
+ gl::Error error = mVertexDataManager->prepareVertexData(state, first, count, attributes, instances);
if (error.isError())
{
return error;
}
- return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
+ return mInputLayoutCache.applyVertexBuffers(attributes, state.getCurrentProgramBinary());
}
gl::Error Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
@@ -1011,28 +1066,25 @@ gl::Error Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elemen
return gl::Error(GL_NO_ERROR);
}
-void Renderer11::applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[])
+void Renderer11::applyTransformFeedbackBuffers(const gl::State& state)
{
- ID3D11Buffer* d3dBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
- UINT d3dOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
+ size_t numXFBBindings = state.getTransformFeedbackBufferIndexRange();
+ ASSERT(numXFBBindings <= gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
+
bool requiresUpdate = false;
- for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
+ for (size_t i = 0; i < numXFBBindings; i++)
{
- if (transformFeedbackBuffers[i])
+ gl::Buffer *curXFBBuffer = state.getIndexedTransformFeedbackBuffer(i);
+ GLintptr curXFBOffset = state.getIndexedTransformFeedbackBufferOffset(i);
+ ID3D11Buffer *d3dBuffer = NULL;
+ if (curXFBBuffer)
{
- Buffer11 *storage = Buffer11::makeBuffer11(transformFeedbackBuffers[i]->getImplementation());
- ID3D11Buffer *buffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
-
- d3dBuffers[i] = buffer;
- d3dOffsets[i] = (mAppliedTFBuffers[i] != buffer) ? static_cast<UINT>(offsets[i]) : -1;
- }
- else
- {
- d3dBuffers[i] = NULL;
- d3dOffsets[i] = 0;
+ Buffer11 *storage = Buffer11::makeBuffer11(curXFBBuffer->getImplementation());
+ d3dBuffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
}
- if (d3dBuffers[i] != mAppliedTFBuffers[i] || offsets[i] != mAppliedTFOffsets[i])
+ // TODO: mAppliedTFBuffers and friends should also be kept in a vector.
+ if (d3dBuffer != mAppliedTFBuffers[i] || curXFBOffset != mAppliedTFOffsets[i])
{
requiresUpdate = true;
}
@@ -1040,12 +1092,29 @@ void Renderer11::applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuff
if (requiresUpdate)
{
- mDeviceContext->SOSetTargets(ArraySize(d3dBuffers), d3dBuffers, d3dOffsets);
- for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
+ for (size_t i = 0; i < numXFBBindings; ++i)
{
- mAppliedTFBuffers[i] = d3dBuffers[i];
- mAppliedTFOffsets[i] = offsets[i];
+ gl::Buffer *curXFBBuffer = state.getIndexedTransformFeedbackBuffer(i);
+ GLintptr curXFBOffset = state.getIndexedTransformFeedbackBufferOffset(i);
+
+ if (curXFBBuffer)
+ {
+ Buffer11 *storage = Buffer11::makeBuffer11(curXFBBuffer->getImplementation());
+ ID3D11Buffer *d3dBuffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
+
+ mCurrentD3DOffsets[i] = (mAppliedTFBuffers[i] != d3dBuffer && mAppliedTFOffsets[i] != curXFBOffset) ?
+ static_cast<UINT>(curXFBOffset) : -1;
+ mAppliedTFBuffers[i] = d3dBuffer;
+ }
+ else
+ {
+ mAppliedTFBuffers[i] = NULL;
+ mCurrentD3DOffsets[i] = 0;
+ }
+ mAppliedTFOffsets[i] = curXFBOffset;
}
+
+ mDeviceContext->SOSetTargets(numXFBBindings, mAppliedTFBuffers, mCurrentD3DOffsets);
}
}
@@ -1129,7 +1198,6 @@ gl::Error Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, cons
return gl::Error(GL_NO_ERROR);
}
}
-
template<typename T>
static void fillLineLoopIndices(GLenum type, GLsizei count, const GLvoid *indices, T *data)
{
@@ -1213,10 +1281,17 @@ gl::Error Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *ind
// Get the raw indices for an indexed draw
if (type != GL_NONE && elementArrayBuffer)
{
- gl::Buffer *indexBuffer = elementArrayBuffer;
- BufferImpl *storage = indexBuffer->getImplementation();
+ BufferD3D *storage = BufferD3D::makeFromBuffer(elementArrayBuffer);
intptr_t offset = reinterpret_cast<intptr_t>(indices);
- indices = static_cast<const GLubyte*>(storage->getData()) + offset;
+
+ const uint8_t *bufferData = NULL;
+ gl::Error error = storage->getData(&bufferData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ indices = bufferData + offset;
}
// TODO: some level 9 hardware supports 32-bit indices; test and store support instead
@@ -1291,10 +1366,17 @@ gl::Error Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *
// Get the raw indices for an indexed draw
if (type != GL_NONE && elementArrayBuffer)
{
- gl::Buffer *indexBuffer = elementArrayBuffer;
- BufferImpl *storage = indexBuffer->getImplementation();
+ BufferD3D *storage = BufferD3D::makeFromBuffer(elementArrayBuffer);
intptr_t offset = reinterpret_cast<intptr_t>(indices);
- indices = static_cast<const GLubyte*>(storage->getData()) + offset;
+
+ const uint8_t *bufferData = NULL;
+ gl::Error error = storage->getData(&bufferData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ indices = bufferData + offset;
}
const int indexType = isLevel9() ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
@@ -1376,9 +1458,23 @@ gl::Error Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *
gl::Error Renderer11::applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
bool rasterizerDiscard, bool transformFeedbackActive)
{
- ShaderExecutable *vertexExe = programBinary->getVertexExecutableForInputLayout(inputLayout);
- ShaderExecutable *pixelExe = programBinary->getPixelExecutableForFramebuffer(framebuffer);
- ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
+ ProgramD3D *programD3D = ProgramD3D::makeProgramD3D(programBinary->getImplementation());
+
+ ShaderExecutable *vertexExe = NULL;
+ gl::Error error = programD3D->getVertexExecutableForInputLayout(inputLayout, &vertexExe);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ShaderExecutable *pixelExe = NULL;
+ error = programD3D->getPixelExecutableForFramebuffer(framebuffer, &pixelExe);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ShaderExecutable *geometryExe = programD3D->getGeometryExecutable();
ID3D11VertexShader *vertexShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader() : NULL);
@@ -1433,16 +1529,14 @@ gl::Error Renderer11::applyShaders(gl::ProgramBinary *programBinary, const gl::V
if (dirtyUniforms)
{
- programBinary->dirtyAllUniforms();
+ programD3D->dirtyAllUniforms();
}
return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::applyUniforms(const gl::ProgramBinary &programBinary)
+gl::Error Renderer11::applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray)
{
- const std::vector<gl::LinkedUniform*> &uniformArray = programBinary.getUniforms();
-
unsigned int totalRegisterCountVS = 0;
unsigned int totalRegisterCountPS = 0;
@@ -1466,7 +1560,7 @@ gl::Error Renderer11::applyUniforms(const gl::ProgramBinary &programBinary)
}
}
- const ProgramD3D *programD3D = ProgramD3D::makeProgramD3D(programBinary.getImplementation());
+ const ProgramD3D *programD3D = ProgramD3D::makeProgramD3D(&program);
const UniformStorage11 *vertexUniformStorage = UniformStorage11::makeUniformStorage11(&programD3D->getVertexUniformStorage());
const UniformStorage11 *fragmentUniformStorage = UniformStorage11::makeUniformStorage11(&programD3D->getFragmentUniformStorage());
ASSERT(vertexUniformStorage);
@@ -1598,7 +1692,7 @@ gl::Error Renderer11::applyUniforms(const gl::ProgramBinary &programBinary)
return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
+gl::Error Renderer11::clear(const gl::ClearParameters &clearParams, const gl::Framebuffer *frameBuffer)
{
gl::Error error = mClear->clearFramebuffer(clearParams, frameBuffer);
if (error.isError())
@@ -1626,14 +1720,12 @@ void Renderer11::markAllStateDirty()
for (size_t vsamplerId = 0; vsamplerId < mForceSetVertexSamplerStates.size(); ++vsamplerId)
{
mForceSetVertexSamplerStates[vsamplerId] = true;
- mCurVertexSRVs[vsamplerId] = NULL;
}
ASSERT(mForceSetPixelSamplerStates.size() == mCurPixelSRVs.size());
for (size_t fsamplerId = 0; fsamplerId < mForceSetPixelSamplerStates.size(); ++fsamplerId)
{
mForceSetPixelSamplerStates[fsamplerId] = true;
- mCurPixelSRVs[fsamplerId] = NULL;
}
mForceSetBlendState = true;
@@ -1746,32 +1838,20 @@ bool Renderer11::testDeviceResettable()
return false;
}
- D3D_FEATURE_LEVEL featureLevels[] =
- {
- D3D_FEATURE_LEVEL_11_0,
- D3D_FEATURE_LEVEL_10_1,
- D3D_FEATURE_LEVEL_10_0,
-#if !defined(ANGLE_ENABLE_D3D9)
- D3D_FEATURE_LEVEL_9_3,
- D3D_FEATURE_LEVEL_9_2,
- D3D_FEATURE_LEVEL_9_1,
-#endif
- };
-
ID3D11Device* dummyDevice;
D3D_FEATURE_LEVEL dummyFeatureLevel;
ID3D11DeviceContext* dummyContext;
HRESULT result = D3D11CreateDevice(NULL,
- D3D_DRIVER_TYPE_HARDWARE,
+ mDriverType,
NULL,
#if defined(_DEBUG)
D3D11_CREATE_DEVICE_DEBUG,
#else
0,
#endif
- featureLevels,
- ArraySize(featureLevels),
+ mAvailableFeatureLevels.data(),
+ mAvailableFeatureLevels.size(),
D3D11_SDK_VERSION,
&dummyDevice,
&dummyFeatureLevel,
@@ -1939,119 +2019,37 @@ int Renderer11::getMaxSwapInterval() const
return 4;
}
-bool Renderer11::copyToRenderTarget2D(TextureStorage *dest, TextureStorage *source)
-{
- if (source && dest)
- {
- TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source);
- TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest);
-
- mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
-
- dest11->invalidateSwizzleCache();
-
- return true;
- }
-
- return false;
-}
-
-bool Renderer11::copyToRenderTargetCube(TextureStorage *dest, TextureStorage *source)
-{
- if (source && dest)
- {
- TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source);
- TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest);
-
- mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
-
- dest11->invalidateSwizzleCache();
-
- return true;
- }
-
- return false;
-}
-
-bool Renderer11::copyToRenderTarget3D(TextureStorage *dest, TextureStorage *source)
-{
- if (source && dest)
- {
- TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source);
- TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest);
-
- mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
-
- dest11->invalidateSwizzleCache();
-
- return true;
- }
-
- return false;
-}
-
-bool Renderer11::copyToRenderTarget2DArray(TextureStorage *dest, TextureStorage *source)
-{
- if (source && dest)
- {
- TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source);
- TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest);
-
- mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
-
- dest11->invalidateSwizzleCache();
-
- return true;
- }
-
- return false;
-}
-
-bool Renderer11::copyImage2D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
- GLint xoffset, GLint yoffset, TextureStorage *storage, GLint level)
+gl::Error Renderer11::copyImage2D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorage *storage, GLint level)
{
gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
- if (!colorbuffer)
- {
- ERR("Failed to retrieve the color buffer from the frame buffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ASSERT(colorbuffer);
- RenderTarget11 *sourceRenderTarget = d3d11::GetAttachmentRenderTarget(colorbuffer);
- if (!sourceRenderTarget)
+ RenderTarget11 *sourceRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the render target from the frame buffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(sourceRenderTarget);
ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
- if (!source)
- {
- ERR("Failed to retrieve the render target view from the render target.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ASSERT(source);
TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage);
- if (!storage11)
- {
- ERR("Failed to retrieve the texture storage from the destination.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::Make2D(level);
- RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(index));
- if (!destRenderTarget)
+ RenderTarget *destRenderTarget = NULL;
+ error = storage11->getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the render target from the destination storage.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(destRenderTarget);
- ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
- if (!dest)
- {
- ERR("Failed to retrieve the render target view from the destination render target.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ASSERT(dest);
gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
@@ -2061,59 +2059,48 @@ bool Renderer11::copyImage2D(gl::Framebuffer *framebuffer, const gl::Rectangle &
// Use nearest filtering because source and destination are the same size for the direct
// copy
- bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
- destFormat, GL_NEAREST);
+ mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ if (error.isError())
+ {
+ return error;
+ }
storage11->invalidateSwizzleCacheLevel(level);
- return ret;
+ return gl::Error(GL_NO_ERROR);
}
-bool Renderer11::copyImageCube(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
- GLint xoffset, GLint yoffset, TextureStorage *storage, GLenum target, GLint level)
+gl::Error Renderer11::copyImageCube(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorage *storage, GLenum target, GLint level)
{
gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
- if (!colorbuffer)
- {
- ERR("Failed to retrieve the color buffer from the frame buffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ASSERT(colorbuffer);
- RenderTarget11 *sourceRenderTarget = d3d11::GetAttachmentRenderTarget(colorbuffer);
- if (!sourceRenderTarget)
+ RenderTarget11 *sourceRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the render target from the frame buffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(sourceRenderTarget);
ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
- if (!source)
- {
- ERR("Failed to retrieve the render target view from the render target.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ASSERT(source);
TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage);
- if (!storage11)
- {
- ERR("Failed to retrieve the texture storage from the destination.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
- RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(index));
- if (!destRenderTarget)
+ RenderTarget *destRenderTarget = NULL;
+ error = storage11->getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the render target from the destination storage.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(destRenderTarget);
- ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
- if (!dest)
- {
- ERR("Failed to retrieve the render target view from the destination render target.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ASSERT(dest);
gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
@@ -2123,59 +2110,48 @@ bool Renderer11::copyImageCube(gl::Framebuffer *framebuffer, const gl::Rectangle
// Use nearest filtering because source and destination are the same size for the direct
// copy
- bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
- destFormat, GL_NEAREST);
+ error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ if (error.isError())
+ {
+ return error;
+ }
storage11->invalidateSwizzleCacheLevel(level);
- return ret;
+ return gl::Error(GL_NO_ERROR);
}
-bool Renderer11::copyImage3D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
- GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level)
+gl::Error Renderer11::copyImage3D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level)
{
gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
- if (!colorbuffer)
- {
- ERR("Failed to retrieve the color buffer from the frame buffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ASSERT(colorbuffer);
- RenderTarget11 *sourceRenderTarget = d3d11::GetAttachmentRenderTarget(colorbuffer);
- if (!sourceRenderTarget)
+ RenderTarget11 *sourceRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the render target from the frame buffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(sourceRenderTarget);
ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
- if (!source)
- {
- ERR("Failed to retrieve the render target view from the render target.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ASSERT(source);
TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage);
- if (!storage11)
- {
- ERR("Failed to retrieve the texture storage from the destination.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::Make3D(level, zOffset);
- RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(index));
- if (!destRenderTarget)
+ RenderTarget *destRenderTarget = NULL;
+ error = storage11->getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the render target from the destination storage.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(destRenderTarget);
- ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
- if (!dest)
- {
- ERR("Failed to retrieve the render target view from the destination render target.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ASSERT(dest);
gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
@@ -2185,61 +2161,48 @@ bool Renderer11::copyImage3D(gl::Framebuffer *framebuffer, const gl::Rectangle &
// Use nearest filtering because source and destination are the same size for the direct
// copy
- bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
- destFormat, GL_NEAREST);
+ error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ if (error.isError())
+ {
+ return error;
+ }
storage11->invalidateSwizzleCacheLevel(level);
- return ret;
+ return gl::Error(GL_NO_ERROR);
}
-bool Renderer11::copyImage2DArray(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
- GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level)
+gl::Error Renderer11::copyImage2DArray(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level)
{
gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
- if (!colorbuffer)
- {
- ERR("Failed to retrieve the color buffer from the frame buffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ASSERT(colorbuffer);
- RenderTarget11 *sourceRenderTarget = d3d11::GetAttachmentRenderTarget(colorbuffer);
- if (!sourceRenderTarget)
+ RenderTarget11 *sourceRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the render target from the frame buffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(sourceRenderTarget);
ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
- if (!source)
- {
- ERR("Failed to retrieve the render target view from the render target.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ASSERT(source);
TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage);
- if (!storage11)
- {
- SafeRelease(source);
- ERR("Failed to retrieve the texture storage from the destination.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, zOffset);
- RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(index));
- if (!destRenderTarget)
+ RenderTarget *destRenderTarget = NULL;
+ error = storage11->getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
{
- SafeRelease(source);
- ERR("Failed to retrieve the render target from the destination storage.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(destRenderTarget);
- ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
- if (!dest)
- {
- ERR("Failed to retrieve the render target view from the destination render target.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ASSERT(dest);
gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
@@ -2249,12 +2212,15 @@ bool Renderer11::copyImage2DArray(gl::Framebuffer *framebuffer, const gl::Rectan
// Use nearest filtering because source and destination are the same size for the direct
// copy
- bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
- destFormat, GL_NEAREST);
+ error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ if (error.isError())
+ {
+ return error;
+ }
storage11->invalidateSwizzleCacheLevel(level);
- return ret;
+ return gl::Error(GL_NO_ERROR);
}
void Renderer11::unapplyRenderTargets()
@@ -2277,39 +2243,150 @@ void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView
}
}
-RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
+gl::Error Renderer11::createRenderTarget(SwapChain *swapChain, bool depth, RenderTarget **outRT)
{
SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
- RenderTarget11 *renderTarget = NULL;
+ *outRT = new SurfaceRenderTarget11(swapChain11, depth);
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTarget **outRT)
+{
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(format);
- if (depth)
+ const gl::TextureCaps &textureCaps = getRendererTextureCaps().get(format);
+ GLuint supportedSamples = textureCaps.getNearestSamples(samples);
+
+ if (width > 0 && height > 0)
{
- // Note: depth stencil may be NULL for 0 sized surfaces
- renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
- swapChain11->getDepthStencilTexture(),
- swapChain11->getDepthStencilShaderResource(),
- swapChain11->getWidth(), swapChain11->getHeight(), 1);
+ // Create texture resource
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = formatInfo.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 = (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);
+ bindDSV = (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);
+ if (formatInfo.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 = !(formatInfo.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);
+
+ // The format must be either an RTV or a DSV
+ ASSERT(bindRTV != bindDSV);
+
+ ID3D11Texture2D *texture = NULL;
+ HRESULT result = mDevice->CreateTexture2D(&desc, NULL, &texture);
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target texture, result: 0x%X.", result);
+ }
+
+ ID3D11ShaderResourceView *srv = NULL;
+ if (bindSRV)
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = formatInfo.srvFormat;
+ srvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ srvDesc.Texture2D.MipLevels = 1;
+
+ result = mDevice->CreateShaderResourceView(texture, &srvDesc, &srv);
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ SafeRelease(texture);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target shader resource view, result: 0x%X.", result);
+ }
+ }
+
+ if (bindDSV)
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = formatInfo.dsvFormat;
+ dsvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_DSV_DIMENSION_TEXTURE2D : D3D11_DSV_DIMENSION_TEXTURE2DMS;
+ dsvDesc.Texture2D.MipSlice = 0;
+ dsvDesc.Flags = 0;
+
+ ID3D11DepthStencilView *dsv = NULL;
+ result = mDevice->CreateDepthStencilView(texture, &dsvDesc, &dsv);
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ SafeRelease(texture);
+ SafeRelease(srv);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target depth stencil view, result: 0x%X.", result);
+ }
+
+ *outRT = new TextureRenderTarget11(dsv, texture, srv, format, width, height, 1, supportedSamples);
+
+ SafeRelease(dsv);
+ }
+ else if (bindRTV)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = formatInfo.rtvFormat;
+ rtvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_RTV_DIMENSION_TEXTURE2D : D3D11_RTV_DIMENSION_TEXTURE2DMS;
+ rtvDesc.Texture2D.MipSlice = 0;
+
+ ID3D11RenderTargetView *rtv = NULL;
+ result = mDevice->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ SafeRelease(texture);
+ SafeRelease(srv);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target render target view, result: 0x%X.", result);
+ }
+
+ if (formatInfo.dataInitializerFunction != NULL)
+ {
+ const float clearValues[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ mDeviceContext->ClearRenderTargetView(rtv, clearValues);
+ }
+
+ *outRT = new TextureRenderTarget11(rtv, texture, srv, format, width, height, 1, supportedSamples);
+
+ SafeRelease(rtv);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+
+ SafeRelease(texture);
+ SafeRelease(srv);
}
else
{
- // Note: render target may be NULL for 0 sized surfaces
- renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
- swapChain11->getOffscreenTexture(),
- swapChain11->getRenderTargetShaderResource(),
- swapChain11->getWidth(), swapChain11->getHeight(), 1);
+ *outRT = new TextureRenderTarget11(reinterpret_cast<ID3D11RenderTargetView*>(NULL), NULL, NULL, format, width, height, 1, supportedSamples);
}
- return renderTarget;
-}
-RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
-{
- RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples);
- return renderTarget;
+ return gl::Error(GL_NO_ERROR);
}
-ShaderImpl *Renderer11::createShader(GLenum type)
+ShaderImpl *Renderer11::createShader(const gl::Data &data, GLenum type)
{
- return new ShaderD3D(type, this);
+ return new ShaderD3D(data, type, this);
}
ProgramImpl *Renderer11::createProgram()
@@ -2322,22 +2399,23 @@ void Renderer11::releaseShaderCompiler()
ShaderD3D::releaseCompiler();
}
-ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type,
- const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
- bool separatedOutputBuffers)
+gl::Error Renderer11::loadExecutable(const void *function, size_t length, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, ShaderExecutable **outExecutable)
{
- ShaderExecutable11 *executable = NULL;
- HRESULT result;
-
switch (type)
{
- case rx::SHADER_VERTEX:
+ case SHADER_VERTEX:
{
ID3D11VertexShader *vertexShader = NULL;
ID3D11GeometryShader *streamOutShader = NULL;
- result = mDevice->CreateVertexShader(function, length, NULL, &vertexShader);
+ HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vertexShader);
ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create vertex shader, result: 0x%X.", result);
+ }
if (transformFeedbackVaryings.size() > 0)
{
@@ -2363,99 +2441,116 @@ ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length
result = mDevice->CreateGeometryShaderWithStreamOutput(function, length, soDeclaration.data(), soDeclaration.size(),
NULL, 0, 0, NULL, &streamOutShader);
ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create steam output shader, result: 0x%X.", result);
+ }
}
- if (vertexShader)
- {
- executable = new ShaderExecutable11(function, length, vertexShader, streamOutShader);
- }
+ *outExecutable = new ShaderExecutable11(function, length, vertexShader, streamOutShader);
}
break;
- case rx::SHADER_PIXEL:
+ case SHADER_PIXEL:
{
ID3D11PixelShader *pixelShader = NULL;
- result = mDevice->CreatePixelShader(function, length, NULL, &pixelShader);
+ HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pixelShader);
ASSERT(SUCCEEDED(result));
-
- if (pixelShader)
+ if (FAILED(result))
{
- executable = new ShaderExecutable11(function, length, pixelShader);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create pixel shader, result: 0x%X.", result);
}
+
+ *outExecutable = new ShaderExecutable11(function, length, pixelShader);
}
break;
- case rx::SHADER_GEOMETRY:
+ case SHADER_GEOMETRY:
{
ID3D11GeometryShader *geometryShader = NULL;
- result = mDevice->CreateGeometryShader(function, length, NULL, &geometryShader);
+ HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &geometryShader);
ASSERT(SUCCEEDED(result));
-
- if (geometryShader)
+ if (FAILED(result))
{
- executable = new ShaderExecutable11(function, length, geometryShader);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create geometry shader, result: 0x%X.", result);
}
+
+ *outExecutable = new ShaderExecutable11(function, length, geometryShader);
}
break;
default:
UNREACHABLE();
- break;
+ return gl::Error(GL_INVALID_OPERATION);
}
- return executable;
+ return gl::Error(GL_NO_ERROR);
}
-ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type,
- const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
- bool separatedOutputBuffers, D3DWorkaroundType workaround)
+gl::Error Renderer11::compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, D3DWorkaroundType workaround,
+ ShaderExecutable **outExectuable)
{
const char *profileType = NULL;
switch (type)
{
- case rx::SHADER_VERTEX:
+ case SHADER_VERTEX:
profileType = "vs";
break;
- case rx::SHADER_PIXEL:
+ case SHADER_PIXEL:
profileType = "ps";
break;
- case rx::SHADER_GEOMETRY:
+ case SHADER_GEOMETRY:
profileType = "gs";
break;
default:
UNREACHABLE();
- return NULL;
+ return gl::Error(GL_INVALID_OPERATION);
}
- const char *profileVersion = NULL;
+ unsigned int profileMajorVersion = 0;
+ unsigned int profileMinorVersion = 0;
+ const char *profileSuffix = NULL;
switch (mFeatureLevel)
{
case D3D_FEATURE_LEVEL_11_0:
- profileVersion = "5_0";
+ profileMajorVersion = 5;
+ profileMinorVersion = 0;
break;
case D3D_FEATURE_LEVEL_10_1:
- profileVersion = "4_1";
+ profileMajorVersion = 4;
+ profileMinorVersion = 1;
break;
case D3D_FEATURE_LEVEL_10_0:
- profileVersion = "4_0";
+ profileMajorVersion = 4;
+ profileMinorVersion = 0;
break;
case D3D_FEATURE_LEVEL_9_3:
- profileVersion = "4_0_level_9_3";
+ profileMajorVersion = 4;
+ profileMinorVersion = 0;
+ profileSuffix = "_level_9_3";
break;
case D3D_FEATURE_LEVEL_9_2:
- profileVersion = "4_0_level_9_2";
+ profileMajorVersion = 4;
+ profileMinorVersion = 0;
+ profileSuffix = "_level_9_2";
break;
case D3D_FEATURE_LEVEL_9_1:
- profileVersion = "4_0_level_9_1";
+ profileMajorVersion = 4;
+ profileMinorVersion = 0;
+ profileSuffix = "_level_9_1";
break;
+ break;
default:
UNREACHABLE();
- return NULL;
+ return gl::Error(GL_INVALID_OPERATION);
}
- char profile[32];
- snprintf(profile, ArraySize(profile), "%s_%s", profileType, profileVersion);
+ std::string profile = FormatString("%s_%u_%u", profileType, profileMajorVersion, profileMinorVersion);
+ if (profileSuffix)
+ profile += profileSuffix;
- UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL0;
+ UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL2;
if (gl::perfActive())
{
@@ -2464,44 +2559,51 @@ ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const ch
#endif
flags |= D3DCOMPILE_DEBUG;
-
- std::string sourcePath = getTempPath();
- std::string sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(shaderHLSL);
- writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
}
// Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
// Try the default flags first and if compilation fails, try some alternatives.
- const UINT extraFlags[] =
- {
- flags,
- flags | D3DCOMPILE_SKIP_VALIDATION,
- flags | D3DCOMPILE_SKIP_OPTIMIZATION
- };
+ std::vector<CompileConfig> configs;
+ configs.push_back(CompileConfig(flags, "default" ));
+ configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_VALIDATION, "skip validation" ));
+ configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_OPTIMIZATION, "skip optimization"));
- const static char *extraFlagNames[] =
- {
- "default",
- "skip validation",
- "skip optimization"
- };
+ D3D_SHADER_MACRO loopMacros[] = { {"ANGLE_ENABLE_LOOP_FLATTEN", "1"}, {0, 0} };
- int attempts = ArraySize(extraFlags);
+ ID3DBlob *binary = NULL;
+ std::string debugInfo;
+ gl::Error error = mCompiler.compileToBinary(infoLog, shaderHLSL, profile, configs, loopMacros, &binary, &debugInfo);
+ if (error.isError())
+ {
+ return error;
+ }
- ID3DBlob *binary = (ID3DBlob*)mCompiler.compileToBinary(infoLog, shaderHLSL, profile, extraFlags, extraFlagNames, attempts);
+ // It's possible that binary is NULL if the compiler failed in all configurations. Set the executable to NULL
+ // and return GL_NO_ERROR to signify that there was a link error but the internal state is still OK.
if (!binary)
{
- return NULL;
+ *outExectuable = NULL;
+ return gl::Error(GL_NO_ERROR);
}
- ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type,
- transformFeedbackVaryings, separatedOutputBuffers);
+ error = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type,
+ transformFeedbackVaryings, separatedOutputBuffers, outExectuable);
+
SafeRelease(binary);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!debugInfo.empty())
+ {
+ (*outExectuable)->appendDebugInfo(debugInfo);
+ }
- return executable;
+ return gl::Error(GL_NO_ERROR);
}
-rx::UniformStorage *Renderer11::createUniformStorage(size_t storageSize)
+UniformStorage *Renderer11::createUniformStorage(size_t storageSize)
{
return new UniformStorage11(this, storageSize);
}
@@ -2531,9 +2633,14 @@ QueryImpl *Renderer11::createQuery(GLenum type)
return new Query11(this, type);
}
-FenceImpl *Renderer11::createFence()
+FenceNVImpl *Renderer11::createFenceNV()
{
- return new Fence11(this);
+ return new FenceNV11(this);
+}
+
+FenceSyncImpl *Renderer11::createFenceSync()
+{
+ return new FenceSync11(this);
}
TransformFeedbackImpl* Renderer11::createTransformFeedback()
@@ -2576,82 +2683,77 @@ bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const
return true;
}
-bool Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
- GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
+gl::Error Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
{
ASSERT(supportsFastCopyBufferToTexture(destinationFormat));
return mPixelTransfer->copyBufferToTexture(unpack, offset, destRenderTarget, destinationFormat, sourcePixelsType, destArea);
}
-bool Renderer11::getRenderTargetResource(gl::FramebufferAttachment *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
+gl::Error Renderer11::getRenderTargetResource(gl::FramebufferAttachment *colorbuffer, unsigned int *subresourceIndexOut, ID3D11Texture2D **texture2DOut)
+
{
- ASSERT(colorbuffer != NULL);
+ ASSERT(colorbuffer);
- RenderTarget11 *renderTarget = d3d11::GetAttachmentRenderTarget(colorbuffer);
- if (renderTarget)
+ RenderTarget11 *renderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &renderTarget);
+ if (error.isError())
{
- *subresourceIndex = renderTarget->getSubresourceIndex();
+ return error;
+ }
- ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
- if (colorBufferRTV)
- {
- ID3D11Resource *textureResource = NULL;
- colorBufferRTV->GetResource(&textureResource);
+ ID3D11Resource *renderTargetResource = renderTarget->getTexture();
+ ASSERT(renderTargetResource);
- if (textureResource)
- {
- HRESULT result = textureResource->QueryInterface(__uuidof(ID3D11Texture2D), (void**)resource);
- SafeRelease(textureResource);
+ *subresourceIndexOut = renderTarget->getSubresourceIndex();
+ *texture2DOut = d3d11::DynamicCastComObject<ID3D11Texture2D>(renderTargetResource);
- if (SUCCEEDED(result))
- {
- return true;
- }
- else
- {
- ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
- "HRESULT: 0x%X.", result);
- }
- }
- }
+ if (!(*texture2DOut))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to query the ID3D11Texture2D from a RenderTarget");
}
- return false;
+ return gl::Error(GL_NO_ERROR);
}
-bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
- const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
+gl::Error Renderer11::blitRect(const gl::Framebuffer *readTarget, const gl::Rectangle &readRect,
+ const gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
+ const gl::Rectangle *scissor, bool blitRenderTarget,
+ bool blitDepth, bool blitStencil, GLenum filter)
{
if (blitRenderTarget)
{
gl::FramebufferAttachment *readBuffer = readTarget->getReadColorbuffer();
+ ASSERT(readBuffer);
- if (!readBuffer)
+ RenderTarget *readRenderTarget = NULL;
+ gl::Error error = GetAttachmentRenderTarget(readBuffer, &readRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the read buffer from the read framebuffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
-
- RenderTarget *readRenderTarget = GetAttachmentRenderTarget(readBuffer);
+ ASSERT(readRenderTarget);
for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
{
if (drawTarget->isEnabledColorAttachment(colorAttachment))
{
gl::FramebufferAttachment *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
+ ASSERT(drawBuffer);
- if (!drawBuffer)
+ RenderTarget *drawRenderTarget = NULL;
+ error = GetAttachmentRenderTarget(drawBuffer, &drawRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(drawRenderTarget);
- RenderTarget *drawRenderTarget = GetAttachmentRenderTarget(drawBuffer);
-
- if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
- blitRenderTarget, false, false))
+ error = blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor, blitRenderTarget,
+ false, false);
+ if (error.isError())
{
- return false;
+ return error;
}
}
}
@@ -2660,78 +2762,88 @@ bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &read
if (blitDepth || blitStencil)
{
gl::FramebufferAttachment *readBuffer = readTarget->getDepthOrStencilbuffer();
- gl::FramebufferAttachment *drawBuffer = drawTarget->getDepthOrStencilbuffer();
+ ASSERT(readBuffer);
- if (!readBuffer)
+ RenderTarget *readRenderTarget = NULL;
+ gl::Error error = GetAttachmentRenderTarget(readBuffer, &readRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(readRenderTarget);
- if (!drawBuffer)
+ gl::FramebufferAttachment *drawBuffer = drawTarget->getDepthOrStencilbuffer();
+ ASSERT(drawBuffer);
+
+ RenderTarget *drawRenderTarget = NULL;
+ error = GetAttachmentRenderTarget(drawBuffer, &drawRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(drawRenderTarget);
- RenderTarget *readRenderTarget = GetAttachmentRenderTarget(readBuffer);
- RenderTarget *drawRenderTarget = GetAttachmentRenderTarget(drawBuffer);
- ASSERT(readRenderTarget && drawRenderTarget);
-
- if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
- false, blitDepth, blitStencil))
+ error = blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor, false,
+ blitDepth, blitStencil);
+ if (error.isError())
{
- return false;
+ return error;
}
}
invalidateFramebufferSwizzles(drawTarget);
- return true;
+ return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
+gl::Error Renderer11::readPixels(const gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels)
{
ID3D11Texture2D *colorBufferTexture = NULL;
unsigned int subresourceIndex = 0;
gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+ ASSERT(colorbuffer);
- if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
+ gl::Error error = getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture);
+ if (error.isError())
{
- gl::Rectangle area;
- area.x = x;
- area.y = y;
- area.width = width;
- area.height = height;
+ return error;
+ }
- gl::Buffer *packBuffer = pack.pixelBuffer.get();
- if (packBuffer != NULL)
- {
- rx::Buffer11 *packBufferStorage = Buffer11::makeBuffer11(packBuffer->getImplementation());
- PackPixelsParams packParams(area, format, type, outputPitch, pack, reinterpret_cast<ptrdiff_t>(pixels));
+ gl::Rectangle area;
+ area.x = x;
+ area.y = y;
+ area.width = width;
+ area.height = height;
- gl::Error error = packBufferStorage->packPixels(colorBufferTexture, subresourceIndex, packParams);
- if (error.isError())
- {
- return error;
- }
+ gl::Buffer *packBuffer = pack.pixelBuffer.get();
+ if (packBuffer != NULL)
+ {
+ Buffer11 *packBufferStorage = Buffer11::makeBuffer11(packBuffer->getImplementation());
+ PackPixelsParams packParams(area, format, type, outputPitch, pack, reinterpret_cast<ptrdiff_t>(pixels));
- packBuffer->getIndexRangeCache()->clear();
- }
- else
+ error = packBufferStorage->packPixels(colorBufferTexture, subresourceIndex, packParams);
+ if (error.isError())
{
- gl::Error error = readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch, pack, pixels);
- if (error.isError())
- {
- return error;
- }
+ SafeRelease(colorBufferTexture);
+ return error;
}
- SafeRelease(colorBufferTexture);
+ packBuffer->getIndexRangeCache()->clear();
+ }
+ else
+ {
+ error = readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch, pack, pixels);
+ if (error.isError())
+ {
+ SafeRelease(colorBufferTexture);
+ return error;
+ }
}
+ SafeRelease(colorBufferTexture);
+
return gl::Error(GL_NO_ERROR);
}
@@ -2740,11 +2852,11 @@ Image *Renderer11::createImage()
return new Image11();
}
-void Renderer11::generateMipmap(Image *dest, Image *src)
+gl::Error Renderer11::generateMipmap(Image *dest, Image *src)
{
Image11 *dest11 = Image11::makeImage11(dest);
Image11 *src11 = Image11::makeImage11(src);
- Image11::generateMipmap(dest11, src11);
+ return Image11::generateMipmap(dest11, src11);
}
TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
@@ -2788,6 +2900,19 @@ TextureImpl *Renderer11::createTexture(GLenum target)
return NULL;
}
+RenderbufferImpl *Renderer11::createRenderbuffer()
+{
+ RenderbufferD3D *renderbuffer = new RenderbufferD3D(this);
+ return renderbuffer;
+}
+
+RenderbufferImpl *Renderer11::createRenderbuffer(SwapChain *swapChain, bool depth)
+{
+ RenderbufferD3D *renderbuffer = new RenderbufferD3D(this);
+ renderbuffer->setStorage(swapChain, depth);
+ return renderbuffer;
+}
+
gl::Error Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels)
{
@@ -2882,22 +3007,25 @@ gl::Error Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int sub
SafeRelease(srcTex);
PackPixelsParams packParams(safeArea, format, type, outputPitch, pack, 0);
- packPixels(stagingTex, packParams, pixels);
+ gl::Error error = packPixels(stagingTex, packParams, pixels);
SafeRelease(stagingTex);
- return gl::Error(GL_NO_ERROR);
+ return error;
}
-void Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, uint8_t *pixelsOut)
+gl::Error Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, uint8_t *pixelsOut)
{
D3D11_TEXTURE2D_DESC textureDesc;
readTexture->GetDesc(&textureDesc);
D3D11_MAPPED_SUBRESOURCE mapping;
HRESULT hr = mDeviceContext->Map(readTexture, 0, D3D11_MAP_READ, 0, &mapping);
- UNUSED_ASSERTION_VARIABLE(hr);
- ASSERT(SUCCEEDED(hr));
+ if (FAILED(hr))
+ {
+ ASSERT(hr == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal texture for reading, result: 0x%X.", hr);
+ }
uint8_t *source;
int inputPitch;
@@ -2968,24 +3096,23 @@ void Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams
}
mDeviceContext->Unmap(readTexture, 0);
+
+ return gl::Error(GL_NO_ERROR);
}
-bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
- RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
- bool colorBlit, bool depthBlit, bool stencilBlit)
+gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
+ RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
+ bool colorBlit, bool depthBlit, bool stencilBlit)
{
// Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
// it should never be the case that both color and depth/stencil need to be blitted at
// at the same time.
ASSERT(colorBlit != (depthBlit || stencilBlit));
- bool result = true;
-
RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
if (!drawRenderTarget)
{
- ERR("Failed to retrieve the draw render target from the draw framebuffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal draw render target from the draw framebuffer.");
}
ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
@@ -2996,8 +3123,7 @@ bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::R
RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
if (!readRenderTarget)
{
- ERR("Failed to retrieve the read render target from the read framebuffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal read render target from the read framebuffer.");
}
ID3D11Resource *readTexture = NULL;
@@ -3019,7 +3145,7 @@ bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::R
if (FAILED(hresult))
{
SafeRelease(readTexture);
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create shader resource view to resolve multisampled framebuffer.");
}
}
}
@@ -3036,8 +3162,7 @@ bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::R
{
SafeRelease(readTexture);
SafeRelease(readSRV);
- ERR("Failed to retrieve the read render target view from the read render target.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal read render target view from the read render target.");
}
gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
@@ -3063,6 +3188,8 @@ bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::R
const gl::InternalFormat &actualFormatInfo = gl::GetInternalFormatInfo(drawRenderTarget->getActualFormat());
bool partialDSBlit = (actualFormatInfo.depthBits > 0 && depthBlit) != (actualFormatInfo.stencilBits > 0 && stencilBlit);
+ gl::Error result(GL_NO_ERROR);
+
if (readRenderTarget11->getActualFormat() == drawRenderTarget->getActualFormat() &&
!stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit &&
(!(depthBlit || stencilBlit) || wholeBufferCopy))
@@ -3109,7 +3236,7 @@ bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::R
mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, dstX, dstY, 0,
readTexture, readSubresource, pSrcBox);
- result = true;
+ result = gl::Error(GL_NO_ERROR);
}
else
{
@@ -3190,7 +3317,8 @@ void Renderer11::invalidateFBOAttachmentSwizzles(gl::FramebufferAttachment *atta
ASSERT(attachment->isTexture());
gl::Texture *texture = attachment->getTexture();
- TextureStorage *texStorage = texture->getNativeTexture();
+ TextureD3D *textureD3D = TextureD3D::makeTextureD3D(texture->getImplementation());
+ TextureStorage *texStorage = textureD3D->getNativeTexture();
if (texStorage)
{
TextureStorage11 *texStorage11 = TextureStorage11::makeTextureStorage11(texStorage);
@@ -3204,7 +3332,7 @@ void Renderer11::invalidateFBOAttachmentSwizzles(gl::FramebufferAttachment *atta
}
}
-void Renderer11::invalidateFramebufferSwizzles(gl::Framebuffer *framebuffer)
+void Renderer11::invalidateFramebufferSwizzles(const gl::Framebuffer *framebuffer)
{
for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
{
@@ -3248,7 +3376,7 @@ bool Renderer11::getLUID(LUID *adapterLuid) const
return true;
}
-rx::VertexConversionType Renderer11::getVertexConversionType(const gl::VertexFormat &vertexFormat) const
+VertexConversionType Renderer11::getVertexConversionType(const gl::VertexFormat &vertexFormat) const
{
return d3d11::GetVertexFormatInfo(vertexFormat).conversionType;
}
@@ -3263,4 +3391,30 @@ void Renderer11::generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureC
d3d11_gl::GenerateCaps(mDevice, outCaps, outTextureCaps, outExtensions);
}
+Workarounds Renderer11::generateWorkarounds() const
+{
+ return d3d11::GenerateWorkarounds();
+}
+
+void Renderer11::setShaderResource(gl::SamplerType shaderType, UINT resourceSlot, ID3D11ShaderResourceView *srv)
+{
+ std::vector<ID3D11ShaderResourceView *> &currentSRVs = (shaderType == gl::SAMPLER_VERTEX ? mCurVertexSRVs : mCurPixelSRVs);
+
+ ASSERT(static_cast<size_t>(resourceSlot) < currentSRVs.size());
+
+ if (currentSRVs[resourceSlot] != srv)
+ {
+ if (shaderType == gl::SAMPLER_VERTEX)
+ {
+ mDeviceContext->VSSetShaderResources(resourceSlot, 1, &srv);
+ }
+ else
+ {
+ mDeviceContext->PSSetShaderResources(resourceSlot, 1, &srv);
+ }
+
+ currentSRVs[resourceSlot] = srv;
+ }
+}
+
}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h
index 2a53fa1672..d44bd2fd30 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h
@@ -13,12 +13,14 @@
#include "libGLESv2/angletypes.h"
#include "common/mathutil.h"
-#include "libGLESv2/renderer/Renderer.h"
-#include "libGLESv2/renderer/d3d/HLSLCompiler.h"
#include "libGLESv2/renderer/d3d/d3d11/RenderStateCache.h"
#include "libGLESv2/renderer/d3d/d3d11/InputLayoutCache.h"
+#include "libGLESv2/renderer/d3d/HLSLCompiler.h"
+#include "libGLESv2/renderer/d3d/RendererD3D.h"
#include "libGLESv2/renderer/RenderTarget.h"
+#include "libEGL/AttributeMap.h"
+
namespace gl
{
class FramebufferAttachment;
@@ -33,6 +35,7 @@ class StreamingIndexBufferInterface;
class Blit11;
class Clear11;
class PixelTransfer11;
+class RenderTarget11;
struct PackPixelsParams;
enum
@@ -41,10 +44,10 @@ enum
MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024
};
-class Renderer11 : public Renderer
+class Renderer11 : public RendererD3D
{
public:
- Renderer11(egl::Display *display, EGLNativeDisplayType hDc, EGLint requestedDisplay);
+ Renderer11(egl::Display *display, EGLNativeDisplayType hDc, const egl::AttributeMap &attributes);
virtual ~Renderer11();
static Renderer11 *makeRenderer11(Renderer *renderer);
@@ -55,19 +58,19 @@ class Renderer11 : public Renderer
virtual int generateConfigs(ConfigDesc **configDescList);
virtual void deleteConfigs(ConfigDesc *configDescList);
- virtual void sync(bool block);
+ virtual gl::Error sync(bool block);
- virtual SwapChain *createSwapChain(EGLNativeWindowType window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat);
+ virtual SwapChain *createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat);
virtual gl::Error generateSwizzle(gl::Texture *texture);
- virtual gl::Error setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
+ virtual gl::Error setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &sampler);
virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture);
virtual gl::Error setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]);
virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState);
- virtual gl::Error setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
- unsigned int sampleMask);
+ gl::Error setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
+ unsigned int sampleMask) override;
virtual gl::Error setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW);
@@ -76,32 +79,32 @@ class Renderer11 : public Renderer
bool ignoreViewport);
virtual bool applyPrimitiveType(GLenum mode, GLsizei count);
- virtual gl::Error applyRenderTarget(gl::Framebuffer *frameBuffer);
+ gl::Error applyRenderTarget(const gl::Framebuffer *frameBuffer) override;
virtual gl::Error applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
bool rasterizerDiscard, bool transformFeedbackActive);
- virtual gl::Error applyUniforms(const gl::ProgramBinary &programBinary);
- virtual gl::Error applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[],
- GLint first, GLsizei count, GLsizei instances);
+
+ virtual gl::Error applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray);
+ virtual gl::Error applyVertexBuffer(const gl::State &state, GLint first, GLsizei count, GLsizei instances);
virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo);
- virtual void applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[]);
+ virtual void applyTransformFeedbackBuffers(const gl::State &state);
virtual gl::Error drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive);
virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances);
- virtual gl::Error clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer);
+ gl::Error clear(const gl::ClearParameters &clearParams, const gl::Framebuffer *frameBuffer) override;
virtual void markAllStateDirty();
// lost device
- void notifyDeviceLost();
- virtual bool isDeviceLost();
- virtual bool testDeviceLost(bool notify);
- virtual bool testDeviceResettable();
+ void notifyDeviceLost() override;
+ bool isDeviceLost() override;
+ bool testDeviceLost(bool notify) override;
+ bool testDeviceResettable() override;
- virtual DWORD getAdapterVendor() const;
- virtual std::string getRendererDescription() const;
- virtual GUID getAdapterIdentifier() const;
+ DWORD getAdapterVendor() const override;
+ std::string getRendererDescription() const override;
+ GUID getAdapterIdentifier() const override;
virtual unsigned int getReservedVertexUniformVectors() const;
virtual unsigned int getReservedFragmentUniformVectors() const;
@@ -115,47 +118,43 @@ class Renderer11 : public Renderer
virtual int getMaxSwapInterval() const;
// Pixel operations
- virtual bool copyToRenderTarget2D(TextureStorage *dest, TextureStorage *source);
- virtual bool copyToRenderTargetCube(TextureStorage *dest, TextureStorage *source);
- virtual bool copyToRenderTarget3D(TextureStorage *dest, TextureStorage *source);
- virtual bool copyToRenderTarget2DArray(TextureStorage *dest, TextureStorage *source);
-
- virtual bool copyImage2D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
- GLint xoffset, GLint yoffset, TextureStorage *storage, GLint level);
- virtual bool copyImageCube(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
- GLint xoffset, GLint yoffset, TextureStorage *storage, GLenum target, GLint level);
- virtual bool copyImage3D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
- GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level);
- virtual bool copyImage2DArray(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ virtual gl::Error copyImage2D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorage *storage, GLint level);
+ virtual gl::Error copyImageCube(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorage *storage, GLenum target, GLint level);
+ virtual gl::Error copyImage3D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level);
+ virtual gl::Error copyImage2DArray(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level);
- virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
- const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter);
+ gl::Error blitRect(const gl::Framebuffer *readTarget, const gl::Rectangle &readRect, const gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
+ const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter) override;
- virtual gl::Error readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
+ virtual gl::Error readPixels(const gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels);
// RenderTarget creation
- virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth);
- virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples);
+ virtual gl::Error createRenderTarget(SwapChain *swapChain, bool depth, RenderTarget **outRT);
+ virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTarget **outRT);
// Shader creation
- virtual ShaderImpl *createShader(GLenum type);
+ virtual ShaderImpl *createShader(const gl::Data &data, GLenum type);
virtual ProgramImpl *createProgram();
// Shader operations
- virtual void releaseShaderCompiler();
- virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type,
- const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
- bool separatedOutputBuffers);
- virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type,
- const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
- bool separatedOutputBuffers, D3DWorkaroundType workaround);
+ void releaseShaderCompiler() override;
+ virtual gl::Error loadExecutable(const void *function, size_t length, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, ShaderExecutable **outExecutable);
+ virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, D3DWorkaroundType workaround,
+ ShaderExecutable **outExectuable);
virtual UniformStorage *createUniformStorage(size_t storageSize);
// Image operations
virtual Image *createImage();
- virtual void generateMipmap(Image *dest, Image *source);
+ gl::Error generateMipmap(Image *dest, Image *source) override;
virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain);
virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels);
virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels);
@@ -165,6 +164,10 @@ class Renderer11 : public Renderer
// Texture creation
virtual TextureImpl *createTexture(GLenum target);
+ // Renderbuffer creation
+ virtual RenderbufferImpl *createRenderbuffer();
+ virtual RenderbufferImpl *createRenderbuffer(SwapChain *swapChain, bool depth);
+
// Buffer creation
virtual BufferImpl *createBuffer();
virtual VertexBuffer *createVertexBuffer();
@@ -175,7 +178,8 @@ class Renderer11 : public Renderer
// Query and Fence creation
virtual QueryImpl *createQuery(GLenum type);
- virtual FenceImpl *createFence();
+ virtual FenceNVImpl *createFenceNV();
+ virtual FenceSyncImpl *createFenceSync();
// Transform Feedback creation
virtual TransformFeedbackImpl* createTransformFeedback();
@@ -183,48 +187,54 @@ class Renderer11 : public Renderer
// D3D11-renderer specific methods
ID3D11Device *getDevice() { return mDevice; }
ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; };
- IDXGIFactory *getDxgiFactory() { return mDxgiFactory; };
+ DXGIFactory *getDxgiFactory() { return mDxgiFactory; };
bool isLevel9() { return mFeatureLevel <= D3D_FEATURE_LEVEL_9_3; }
Blit11 *getBlitter() { return mBlit; }
// Buffer-to-texture and Texture-to-buffer copies
virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const;
- virtual bool fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
- GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea);
+ virtual gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea);
+
+ gl::Error getRenderTargetResource(gl::FramebufferAttachment *colorbuffer, unsigned int *subresourceIndexOut, ID3D11Texture2D **texture2DOut);
- bool getRenderTargetResource(gl::FramebufferAttachment *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource);
void unapplyRenderTargets();
void setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView);
- void packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, uint8_t *pixelsOut);
+ gl::Error packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, uint8_t *pixelsOut);
virtual bool getLUID(LUID *adapterLuid) const;
- virtual rx::VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const;
+ virtual VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const;
virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const;
+ gl::Error readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
+ GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels);
+
+ void setShaderResource(gl::SamplerType shaderType, UINT resourceSlot, ID3D11ShaderResourceView *srv);
+
private:
DISALLOW_COPY_AND_ASSIGN(Renderer11);
- virtual void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const;
+ void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const override;
+ Workarounds generateWorkarounds() const override;
gl::Error drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
gl::Error drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances);
- gl::Error readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
- GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels);
-
- bool blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
- RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
- bool colorBlit, bool depthBlit, bool stencilBlit);
+ gl::Error blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
+ RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
+ bool colorBlit, bool depthBlit, bool stencilBlit);
ID3D11Texture2D *resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource);
+ void unsetSRVsWithResource(gl::SamplerType shaderType, const ID3D11Resource *resource);
static void invalidateFBOAttachmentSwizzles(gl::FramebufferAttachment *attachment, int mipLevel);
- static void invalidateFramebufferSwizzles(gl::Framebuffer *framebuffer);
+ static void invalidateFramebufferSwizzles(const gl::Framebuffer *framebuffer);
HMODULE mD3d11Module;
HMODULE mDxgiModule;
EGLNativeDisplayType mDc;
- EGLint mRequestedDisplay;
+ std::vector<D3D_FEATURE_LEVEL> mAvailableFeatureLevels;
+ D3D_DRIVER_TYPE mDriverType;
HLSLCompiler mCompiler;
@@ -243,7 +253,7 @@ class Renderer11 : public Renderer
unsigned int mAppliedStencilbufferSerial;
bool mDepthStencilInitialized;
bool mRenderTargetDescInitialized;
- rx::RenderTarget::Desc mRenderTargetDesc;
+ RenderTarget::Desc mRenderTargetDesc;
// Currently applied sampler states
std::vector<bool> mForceSetVertexSamplerStates;
@@ -292,8 +302,14 @@ class Renderer11 : public Renderer
unsigned int mAppliedIBOffset;
// Currently applied transform feedback buffers
- ID3D11Buffer *mAppliedTFBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
- GLintptr mAppliedTFOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
+ ID3D11Buffer *mAppliedTFBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the current D3D buffers
+ // in use for streamout
+ GLintptr mAppliedTFOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the current GL-specified
+ // buffer offsets to transform feedback
+ // buffers
+ UINT mCurrentD3DOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the D3D buffer offsets,
+ // which may differ from GLs, due
+ // to different append behavior
// Currently applied shaders
ID3D11VertexShader *mAppliedVertexShader;
@@ -339,7 +355,7 @@ class Renderer11 : public Renderer
IDXGIAdapter *mDxgiAdapter;
DXGI_ADAPTER_DESC mAdapterDescription;
char mDescription[128];
- IDXGIFactory *mDxgiFactory;
+ DXGIFactory *mDxgiFactory;
};
}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp
index 4b29be055d..52c8a81633 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp
@@ -6,7 +6,6 @@
// SwapChain11.cpp: Implements a back-end specific class for the D3D11 swap chain.
-#include "common/platform.h"
#include "libGLESv2/renderer/d3d/d3d11/SwapChain11.h"
#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
@@ -16,12 +15,16 @@
#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthrough2dvs.h"
#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dps.h"
+#include "common/features.h"
+#include "common/NativeWindow.h"
+
namespace rx
{
-SwapChain11::SwapChain11(Renderer11 *renderer, EGLNativeWindowType window, HANDLE shareHandle,
+SwapChain11::SwapChain11(Renderer11 *renderer, NativeWindow nativeWindow, HANDLE shareHandle,
GLenum backBufferFormat, GLenum depthBufferFormat)
- : mRenderer(renderer), SwapChain(window, shareHandle, backBufferFormat, depthBufferFormat)
+ : mRenderer(renderer),
+ SwapChain(nativeWindow, shareHandle, backBufferFormat, depthBufferFormat)
{
mSwapChain = NULL;
mBackBufferTexture = NULL;
@@ -39,8 +42,8 @@ SwapChain11::SwapChain11(Renderer11 *renderer, EGLNativeWindowType window, HANDL
mPassThroughPS = NULL;
mWidth = -1;
mHeight = -1;
- mViewportWidth = -1;
- mViewportHeight = -1;
+ mRotateL = false;
+ mRotateR = false;
mSwapInterval = 0;
mAppCreatedShareHandle = mShareHandle != NULL;
mPassThroughResourcesInit = false;
@@ -91,11 +94,11 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
ASSERT(device != NULL);
// D3D11 does not allow zero size textures
- ASSERT(backbufferWidth >= 1);
- ASSERT(backbufferHeight >= 1);
+ ASSERT(backbufferWidth != 0);
+ ASSERT(backbufferHeight != 0);
// Preserve the render target content
-#if !defined(ANGLE_PLATFORM_WINRT)
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
ID3D11Texture2D *previousOffscreenTexture = mOffscreenTexture;
if (previousOffscreenTexture)
{
@@ -137,8 +140,8 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
mOffscreenTexture->GetDesc(&offscreenTextureDesc);
- if (offscreenTextureDesc.Width != (UINT)backbufferWidth ||
- offscreenTextureDesc.Height != (UINT)backbufferHeight ||
+ if (offscreenTextureDesc.Width != UINT(abs(backbufferWidth)) ||
+ offscreenTextureDesc.Height != UINT(abs(backbufferHeight)) ||
offscreenTextureDesc.Format != backbufferFormatInfo.texFormat ||
offscreenTextureDesc.MipLevels != 1 ||
offscreenTextureDesc.ArraySize != 1)
@@ -150,11 +153,11 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
}
else
{
- const bool useSharedResource = !mWindow && mRenderer->getShareHandleSupport();
+ const bool useSharedResource = !mNativeWindow.getNativeWindow() && mRenderer->getShareHandleSupport();
D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
- offscreenTextureDesc.Width = backbufferWidth;
- offscreenTextureDesc.Height = backbufferHeight;
+ offscreenTextureDesc.Width = abs(backbufferWidth);
+ offscreenTextureDesc.Height = abs(backbufferHeight);
offscreenTextureDesc.Format = backbufferFormatInfo.texFormat;
offscreenTextureDesc.MipLevels = 1;
offscreenTextureDesc.ArraySize = 1;
@@ -234,8 +237,8 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
if (mDepthBufferFormat != GL_NONE)
{
D3D11_TEXTURE2D_DESC depthStencilTextureDesc;
- depthStencilTextureDesc.Width = backbufferWidth;
- depthStencilTextureDesc.Height = backbufferHeight;
+ depthStencilTextureDesc.Width = abs(backbufferWidth);
+ depthStencilTextureDesc.Height = abs(backbufferHeight);
depthStencilTextureDesc.Format = depthBufferFormatInfo.texFormat;
depthStencilTextureDesc.MipLevels = 1;
depthStencilTextureDesc.ArraySize = 1;
@@ -286,12 +289,8 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
mWidth = backbufferWidth;
mHeight = backbufferHeight;
-#if !defined(ANGLE_PLATFORM_WINRT) || WINAPI_FAMILY==WINAPI_FAMILY_PC_APP
- mViewportWidth = backbufferWidth;
- mViewportHeight = backbufferHeight;
-#endif
-#if !defined(ANGLE_PLATFORM_WINRT)
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
if (previousOffscreenTexture != NULL)
{
D3D11_BOX sourceBox = {0};
@@ -310,7 +309,7 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
if (mSwapChain)
{
- swapRect(0, 0, mWidth, mHeight, SWAP_NORMAL);
+ swapRect(0, 0, mWidth, mHeight);
}
}
#endif
@@ -327,8 +326,16 @@ EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
return EGL_BAD_ACCESS;
}
+ // Windows Phone works around the rotation limitation by using negative values for the swap chain size
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+ mRotateL = backbufferWidth < 0; // Landscape/InvertedLandscape
+ mRotateR = backbufferHeight < 0; // InvertedPortrait/InvertedLandscape
+ backbufferWidth = abs(backbufferWidth);
+ backbufferHeight = abs(backbufferHeight);
+#endif
+
// EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
- if (backbufferWidth < 1 || backbufferHeight < 1)
+ if (backbufferWidth == 0 || backbufferHeight == 0)
{
return EGL_SUCCESS;
}
@@ -336,19 +343,15 @@ EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
// Can only call resize if we have already created our swap buffer and resources
ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView);
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE) || (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP) // The swap chain is not directly resized on Windows Phone
SafeRelease(mBackBufferTexture);
SafeRelease(mBackBufferRTView);
// Resize swap chain
- HRESULT result;
-#if !defined(ANGLE_PLATFORM_WINRT) || WINAPI_FAMILY==WINAPI_FAMILY_PC_APP // Windows phone swap chain is never resized, only the texture is
-#if !defined(ANGLE_PLATFORM_WINRT)
- const int bufferCount = 1;
-#else
- const int bufferCount = 2;
-#endif
+ DXGI_SWAP_CHAIN_DESC desc;
+ mSwapChain->GetDesc(&desc);
const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat);
- result = mSwapChain->ResizeBuffers(bufferCount, backbufferWidth, backbufferHeight, backbufferFormatInfo.texFormat, 0);
+ HRESULT result = mSwapChain->ResizeBuffers(desc.BufferCount, backbufferWidth, backbufferHeight, backbufferFormatInfo.texFormat, 0);
if (FAILED(result))
{
@@ -364,7 +367,6 @@ EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
return EGL_BAD_ALLOC;
}
}
-#endif
result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
ASSERT(SUCCEEDED(result));
@@ -379,6 +381,7 @@ EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
{
d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
}
+#endif
return resetOffscreenTexture(backbufferWidth, backbufferHeight);
}
@@ -412,62 +415,14 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
return EGL_SUCCESS;
}
- if (mWindow)
+ if (mNativeWindow.getNativeWindow())
{
const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat);
- IDXGIFactory *factory = mRenderer->getDxgiFactory();
-
-#if !defined(ANGLE_PLATFORM_WINRT)
- DXGI_SWAP_CHAIN_DESC swapChainDesc = {0};
- swapChainDesc.BufferDesc.Width = backbufferWidth;
- swapChainDesc.BufferDesc.Height = backbufferHeight;
- swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
- swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
- swapChainDesc.BufferDesc.Format = backbufferFormatInfo.texFormat;
- swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
- swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
- swapChainDesc.SampleDesc.Count = 1;
- swapChainDesc.SampleDesc.Quality = 0;
- swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- swapChainDesc.BufferCount = 1;
- swapChainDesc.OutputWindow = mWindow;
- swapChainDesc.Windowed = TRUE;
- swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
- swapChainDesc.Flags = 0;
-
- HRESULT result = factory->CreateSwapChain(device, &swapChainDesc, &mSwapChain);
-#else
- IDXGIFactory2 *factory2;
- HRESULT result = factory->QueryInterface(IID_PPV_ARGS(&factory2));
- ASSERT(SUCCEEDED(result));
-
- DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
- swapChainDesc.Width = 0;
- swapChainDesc.Height = 0;
- swapChainDesc.Format = backbufferFormatInfo.texFormat;
- swapChainDesc.SampleDesc.Count = 1;
- swapChainDesc.SampleDesc.Quality = 0;
- swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- swapChainDesc.Stereo = FALSE;
- swapChainDesc.Flags = 0;
-#if WINAPI_FAMILY==WINAPI_FAMILY_PC_APP
- swapChainDesc.Scaling = DXGI_SCALING_NONE;
- swapChainDesc.BufferCount = 2;
- swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
-#elif WINAPI_FAMILY==WINAPI_FAMILY_PHONE_APP
- swapChainDesc.BufferCount = 1;
- swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
-#endif
+ HRESULT result = mNativeWindow.createSwapChain(device, mRenderer->getDxgiFactory(),
+ backbufferFormatInfo.texFormat,
+ backbufferWidth, backbufferHeight, &mSwapChain);
- IDXGISwapChain1 *swapChain;
- result = factory2->CreateSwapChainForCoreWindow(device, mWindow, &swapChainDesc, NULL, &swapChain);
- mSwapChain = swapChain;
- HRESULT hr = swapChain->GetDesc1(&swapChainDesc);
- ASSERT(SUCCEEDED(hr));
- mViewportWidth = swapChainDesc.Width;
- mViewportHeight = swapChainDesc.Height;
-#endif
if (FAILED(result))
{
ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
@@ -537,7 +492,7 @@ void SwapChain11::initPassThroughResources()
samplerDesc.BorderColor[2] = 0.0f;
samplerDesc.BorderColor[3] = 0.0f;
samplerDesc.MinLOD = 0;
- samplerDesc.MaxLOD = FLT_MAX;
+ samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
result = device->CreateSamplerState(&samplerDesc, &mPassThroughSampler);
ASSERT(SUCCEEDED(result));
@@ -563,7 +518,7 @@ void SwapChain11::initPassThroughResources()
}
// parameters should be validated/clamped by caller
-EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height, EGLint flags)
+EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
{
if (!mSwapChain)
{
@@ -573,16 +528,6 @@ EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height, EG
ID3D11Device *device = mRenderer->getDevice();
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
- // Set vertices
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- HRESULT result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- if (FAILED(result))
- {
- return EGL_BAD_ACCESS;
- }
-
- d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
-
// Create a quad in homogeneous coordinates
float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
@@ -594,8 +539,18 @@ EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height, EG
float u2 = (x + width) / float(mWidth);
float v2 = (y + height) / float(mHeight);
- const int rotateL = flags & SWAP_ROTATE_90;
- const int rotateR = flags & SWAP_ROTATE_270;
+ const bool rotateL = mRotateL;
+ const bool rotateR = mRotateR;
+
+ // Set vertices
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, rotateL ? u2 : u1, rotateR ? v2 : v1);
d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, rotateR ? u2 : u1, rotateL ? v1 : v2);
@@ -628,22 +583,23 @@ EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height, EG
// Set the viewport
D3D11_VIEWPORT viewport;
- viewport.TopLeftX = 0;
- viewport.TopLeftY = 0;
- viewport.Width = mViewportWidth;
- viewport.Height = mViewportHeight;
+ viewport.TopLeftX = 0.0f;
+ viewport.TopLeftY = 0.0f;
+ const bool invertViewport = (mRotateL || mRotateR) && !(mRotateL && mRotateR);
+ viewport.Width = FLOAT(invertViewport ? mHeight : mWidth);
+ viewport.Height = FLOAT(invertViewport ? mWidth : mHeight);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
deviceContext->RSSetViewports(1, &viewport);
// Apply textures
- deviceContext->PSSetShaderResources(0, 1, &mOffscreenSRView);
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, mOffscreenSRView);
deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler);
// Draw
deviceContext->Draw(4, 0);
-#ifdef ANGLE_FORCE_VSYNC_OFF
+#if ANGLE_VSYNC == ANGLE_DISABLED
result = mSwapChain->Present(0, 0);
#else
result = mSwapChain->Present(mSwapInterval, 0);
@@ -667,8 +623,7 @@ EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height, EG
}
// Unbind
- static ID3D11ShaderResourceView *const nullSRV = NULL;
- deviceContext->PSSetShaderResources(0, 1, &nullSRV);
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
mRenderer->unapplyRenderTargets();
mRenderer->markAllStateDirty();
@@ -708,8 +663,8 @@ ID3D11Texture2D *SwapChain11::getDepthStencilTexture()
SwapChain11 *SwapChain11::makeSwapChain11(SwapChain *swapChain)
{
- ASSERT(HAS_DYNAMIC_TYPE(rx::SwapChain11*, swapChain));
- return static_cast<rx::SwapChain11*>(swapChain);
+ ASSERT(HAS_DYNAMIC_TYPE(SwapChain11*, swapChain));
+ return static_cast<SwapChain11*>(swapChain);
}
void SwapChain11::recreate()
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.h
index b30b78568a..77509edcd3 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.h
@@ -19,13 +19,13 @@ class Renderer11;
class SwapChain11 : public SwapChain
{
public:
- SwapChain11(Renderer11 *renderer, EGLNativeWindowType window, HANDLE shareHandle,
+ SwapChain11(Renderer11 *renderer, NativeWindow nativeWindow, HANDLE shareHandle,
GLenum backBufferFormat, GLenum depthBufferFormat);
virtual ~SwapChain11();
EGLint resize(EGLint backbufferWidth, EGLint backbufferHeight);
virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval);
- virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height, EGLint flags);
+ virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height);
virtual void recreate();
virtual ID3D11Texture2D *getOffscreenTexture();
@@ -52,13 +52,13 @@ class SwapChain11 : public SwapChain
Renderer11 *mRenderer;
EGLint mHeight;
EGLint mWidth;
- EGLint mViewportWidth;
- EGLint mViewportHeight;
+ bool mRotateL;
+ bool mRotateR;
bool mAppCreatedShareHandle;
unsigned int mSwapInterval;
bool mPassThroughResourcesInit;
- IDXGISwapChain *mSwapChain;
+ DXGISwapChain *mSwapChain;
ID3D11Texture2D *mBackBufferTexture;
ID3D11RenderTargetView *mBackBufferRTView;
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp
index 91e7147da6..74af27e8b3 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp
@@ -8,6 +8,9 @@
// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture.
#include "libGLESv2/renderer/d3d/d3d11/TextureStorage11.h"
+
+#include <tuple>
+
#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
#include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h"
#include "libGLESv2/renderer/d3d/d3d11/SwapChain11.h"
@@ -15,6 +18,7 @@
#include "libGLESv2/renderer/d3d/d3d11/Blit11.h"
#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
#include "libGLESv2/renderer/d3d/d3d11/Image11.h"
+#include "libGLESv2/renderer/d3d/MemoryBuffer.h"
#include "libGLESv2/renderer/d3d/TextureD3D.h"
#include "libGLESv2/main.h"
#include "libGLESv2/ImageIndex.h"
@@ -52,46 +56,16 @@ TextureStorage11::SRVKey::SRVKey(int baseLevel, int mipLevels, bool swizzle)
{
}
-bool TextureStorage11::SRVKey::operator==(const SRVKey &rhs) const
-{
- return baseLevel == rhs.baseLevel &&
- mipLevels == rhs.mipLevels &&
- swizzle == rhs.swizzle;
-}
-
-TextureStorage11::SRVCache::~SRVCache()
+bool TextureStorage11::SRVKey::operator<(const SRVKey &rhs) const
{
- for (size_t i = 0; i < cache.size(); i++)
- {
- SafeRelease(cache[i].srv);
- }
+ return std::tie(baseLevel, mipLevels, swizzle) < std::tie(rhs.baseLevel, rhs.mipLevels, rhs.swizzle);
}
-ID3D11ShaderResourceView *TextureStorage11::SRVCache::find(const SRVKey &key) const
-{
- for (size_t i = 0; i < cache.size(); i++)
- {
- if (cache[i].key == key)
- {
- return cache[i].srv;
- }
- }
-
- return NULL;
-}
-
-ID3D11ShaderResourceView *TextureStorage11::SRVCache::add(const SRVKey &key, ID3D11ShaderResourceView *srv)
-{
- SRVPair pair = {key, srv};
- cache.push_back(pair);
-
- return srv;
-}
-
-TextureStorage11::TextureStorage11(Renderer *renderer, UINT bindFlags)
+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),
@@ -114,6 +88,12 @@ TextureStorage11::~TextureStorage11()
{
SafeRelease(mLevelSRVs[level]);
}
+
+ for (SRVCache::iterator i = mSrvCache.begin(); i != mSrvCache.end(); i++)
+ {
+ SafeRelease(i->second);
+ }
+ mSrvCache.clear();
}
TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage)
@@ -183,17 +163,16 @@ int TextureStorage11::getLevelDepth(int mipLevel) const
return std::max(static_cast<int>(mTextureDepth) >> mipLevel, 1);
}
-UINT TextureStorage11::getSubresourceIndex(int mipLevel, int layerTarget) const
+UINT TextureStorage11::getSubresourceIndex(const gl::ImageIndex &index) const
{
- UINT index = 0;
- if (getResource())
- {
- index = D3D11CalcSubresource(mipLevel, layerTarget, mMipLevels);
- }
- return index;
+ 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;
}
-ID3D11ShaderResourceView *TextureStorage11::getSRV(const gl::SamplerState &samplerState)
+gl::Error TextureStorage11::getSRV(const gl::SamplerState &samplerState, ID3D11ShaderResourceView **outSRV)
{
bool swizzleRequired = samplerState.swizzleRequired();
bool mipmapping = gl::IsMipmapFiltered(samplerState);
@@ -206,38 +185,71 @@ ID3D11ShaderResourceView *TextureStorage11::getSRV(const gl::SamplerState &sampl
{
verifySwizzleExists(samplerState.swizzleRed, samplerState.swizzleGreen, samplerState.swizzleBlue, samplerState.swizzleAlpha);
}
-
- SRVKey key(samplerState.baseLevel, mipLevels, swizzleRequired);
- ID3D11ShaderResourceView *srv = srvCache.find(key);
- if(srv)
+ SRVKey key(samplerState.baseLevel, mipLevels, swizzleRequired);
+ SRVCache::const_iterator iter = mSrvCache.find(key);
+ if (iter != mSrvCache.end())
{
- return srv;
+ *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;
+ }
+ }
- DXGI_FORMAT format = (swizzleRequired ? mSwizzleShaderResourceFormat : mShaderResourceFormat);
- ID3D11Resource *texture = swizzleRequired ? getSwizzleTexture() : getResource();
+ 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;
+ }
- srv = createSRV(samplerState.baseLevel, mipLevels, format, texture);
-
- return srvCache.add(key, srv);
+ return gl::Error(GL_NO_ERROR);
}
-ID3D11ShaderResourceView *TextureStorage11::getSRVLevel(int mipLevel)
+gl::Error TextureStorage11::getSRVLevel(int mipLevel, ID3D11ShaderResourceView **outSRV)
{
- if (mipLevel >= 0 && mipLevel < getLevelCount())
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ if (!mLevelSRVs[mipLevel])
{
- if (!mLevelSRVs[mipLevel])
+ ID3D11Resource *resource = NULL;
+ gl::Error error = getResource(&resource);
+ if (error.isError())
{
- mLevelSRVs[mipLevel] = createSRV(mipLevel, 1, mShaderResourceFormat, getResource());
+ return error;
}
- return mLevelSRVs[mipLevel];
- }
- else
- {
- return NULL;
+ 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)
@@ -249,14 +261,25 @@ gl::Error TextureStorage11::generateSwizzles(GLenum swizzleRed, GLenum swizzleGr
if (mSwizzleCache[level] != swizzleTarget)
{
// Need to re-render the swizzle for this level
- ID3D11ShaderResourceView *sourceSRV = getSRVLevel(level);
- ID3D11RenderTargetView *destRTV = getSwizzleRenderTarget(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();
- gl::Error error = blitter->swizzleTexture(sourceSRV, destRTV, size, swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
+ error = blitter->swizzleTexture(sourceSRV, destRTV, size, swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
if (error.isError())
{
return error;
@@ -287,104 +310,120 @@ void TextureStorage11::invalidateSwizzleCache()
}
}
-bool TextureStorage11::updateSubresourceLevel(ID3D11Resource *srcTexture, unsigned int sourceSubresource,
- int level, int layerTarget, GLint xoffset, GLint yoffset, GLint zoffset,
- GLsizei width, GLsizei height, GLsizei depth)
+gl::Error TextureStorage11::updateSubresourceLevel(ID3D11Resource *srcTexture, unsigned int sourceSubresource,
+ const gl::ImageIndex &index, const gl::Box &copyArea)
{
- if (srcTexture)
- {
- invalidateSwizzleCacheLevel(level);
+ ASSERT(srcTexture);
- gl::Extents texSize(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));
- gl::Box copyArea(xoffset, yoffset, zoffset, width, height, depth);
+ GLint level = index.mipIndex;
- bool fullCopy = copyArea.x == 0 &&
- copyArea.y == 0 &&
- copyArea.z == 0 &&
- copyArea.width == texSize.width &&
- copyArea.height == texSize.height &&
- copyArea.depth == texSize.depth;
+ invalidateSwizzleCacheLevel(level);
- ID3D11Resource *dstTexture = getResource();
- unsigned int dstSubresource = getSubresourceIndex(level + mTopLevel, layerTarget);
+ gl::Extents texSize(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));
- ASSERT(dstTexture);
+ bool fullCopy = copyArea.x == 0 &&
+ copyArea.y == 0 &&
+ copyArea.z == 0 &&
+ copyArea.width == texSize.width &&
+ copyArea.height == texSize.height &&
+ copyArea.depth == texSize.depth;
- 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();
+ ID3D11Resource *dstTexture = NULL;
+ gl::Error error = getResource(&dstTexture);
+ if (error.isError())
+ {
+ return error;
+ }
- return blitter->copyDepthStencil(srcTexture, sourceSubresource, copyArea, texSize,
- dstTexture, dstSubresource, copyArea, texSize,
- NULL);
- }
- else
- {
- const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat);
+ unsigned int dstSubresource = getSubresourceIndex(index);
- D3D11_BOX srcBox;
- srcBox.left = copyArea.x;
- srcBox.top = copyArea.y;
- srcBox.right = copyArea.x + roundUp((unsigned int)width, dxgiFormatInfo.blockWidth);
- srcBox.bottom = copyArea.y + roundUp((unsigned int)height, dxgiFormatInfo.blockHeight);
- srcBox.front = copyArea.z;
- srcBox.back = copyArea.z + copyArea.depth;
+ ASSERT(dstTexture);
- ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ 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();
- context->CopySubresourceRegion(dstTexture, dstSubresource, copyArea.x, copyArea.y, copyArea.z,
- srcTexture, sourceSubresource, fullCopy ? NULL : &srcBox);
- return true;
- }
+ return blitter->copyDepthStencil(srcTexture, sourceSubresource, copyArea, texSize,
+ dstTexture, dstSubresource, copyArea, texSize,
+ NULL);
}
+ else
+ {
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat);
- return false;
+ 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);
+ }
}
-bool TextureStorage11::copySubresourceLevel(ID3D11Resource* dstTexture, unsigned int dstSubresource,
- int level, int layerTarget, GLint xoffset, GLint yoffset, GLint zoffset,
- GLsizei width, GLsizei height, GLsizei depth)
+gl::Error TextureStorage11::copySubresourceLevel(ID3D11Resource* dstTexture, unsigned int dstSubresource,
+ const gl::ImageIndex &index, const gl::Box &region)
{
- if (dstTexture)
+ ASSERT(dstTexture);
+
+ ID3D11Resource *srcTexture = NULL;
+ gl::Error error = getResource(&srcTexture);
+ if (error.isError())
{
- ID3D11Resource *srcTexture = getResource();
- unsigned int srcSubresource = getSubresourceIndex(level + mTopLevel, layerTarget);
+ return error;
+ }
- ASSERT(srcTexture);
+ ASSERT(srcTexture);
- ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ unsigned int srcSubresource = getSubresourceIndex(index);
- context->CopySubresourceRegion(dstTexture, dstSubresource, xoffset, yoffset, zoffset,
- srcTexture, srcSubresource, NULL);
- return true;
- }
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ context->CopySubresourceRegion(dstTexture, dstSubresource, region.x, region.y, region.z,
+ srcTexture, srcSubresource, NULL);
- return false;
+ return gl::Error(GL_NO_ERROR);
}
-void TextureStorage11::generateMipmapLayer(RenderTarget11 *source, RenderTarget11 *dest)
+gl::Error TextureStorage11::generateMipmap(const gl::ImageIndex &sourceIndex, const gl::ImageIndex &destIndex)
{
- if (source && dest)
+ ASSERT(sourceIndex.layerIndex == destIndex.layerIndex);
+
+ invalidateSwizzleCacheLevel(destIndex.mipIndex);
+
+ RenderTarget *source = NULL;
+ gl::Error error = getRenderTarget(sourceIndex, &source);
+ if (error.isError())
{
- ID3D11ShaderResourceView *sourceSRV = source->getShaderResourceView();
- ID3D11RenderTargetView *destRTV = dest->getRenderTargetView();
+ return error;
+ }
- if (sourceSRV && destRTV)
- {
- gl::Box sourceArea(0, 0, 0, source->getWidth(), source->getHeight(), source->getDepth());
- gl::Extents sourceSize(source->getWidth(), source->getHeight(), source->getDepth());
+ RenderTarget *dest = NULL;
+ error = getRenderTarget(destIndex, &dest);
+ if (error.isError())
+ {
+ return error;
+ }
- gl::Box destArea(0, 0, 0, dest->getWidth(), dest->getHeight(), dest->getDepth());
- gl::Extents destSize(dest->getWidth(), dest->getHeight(), dest->getDepth());
+ ID3D11ShaderResourceView *sourceSRV = RenderTarget11::makeRenderTarget11(source)->getShaderResourceView();
+ ID3D11RenderTargetView *destRTV = RenderTarget11::makeRenderTarget11(dest)->getRenderTargetView();
- Blit11 *blitter = mRenderer->getBlitter();
+ gl::Box sourceArea(0, 0, 0, source->getWidth(), source->getHeight(), source->getDepth());
+ gl::Extents sourceSize(source->getWidth(), source->getHeight(), source->getDepth());
- blitter->copyTexture(sourceSRV, sourceArea, sourceSize, destRTV, destArea, destSize, NULL,
- gl::GetInternalFormatInfo(source->getInternalFormat()).format, GL_LINEAR);
- }
- }
+ 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)
@@ -396,7 +435,112 @@ void TextureStorage11::verifySwizzleExists(GLenum swizzleRed, GLenum swizzleGree
}
}
-TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain)
+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, Image *image, const gl::Box *destBox, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixelData)
+{
+ 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());
+
+ bool fullUpdate = (destBox == NULL || *destBox == gl::Box(0, 0, 0, mTextureWidth, mTextureHeight, mTextureDepth));
+ 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);
+ UINT srcDepthPitch = internalFormatInfo.computeDepthPitch(type, width, height, unpack.alignment);
+
+ const d3d11::TextureFormat &d3d11Format = d3d11::GetTextureFormatInfo(image->getInternalFormat());
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3d11Format.texFormat);
+
+ size_t outputPixelSize = dxgiFormatInfo.pixelBytes;
+
+ UINT bufferRowPitch = outputPixelSize * width;
+ UINT bufferDepthPitch = bufferRowPitch * height;
+
+ MemoryBuffer conversionBuffer;
+ if (!conversionBuffer.resize(bufferDepthPitch * depth))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal buffer.");
+ }
+
+ // 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 = 0;
+ destD3DBox.back = 1;
+
+ 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)
@@ -418,6 +562,8 @@ TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapch
mTextureHeight = texDesc.Height;
mTextureDepth = 1;
+ mInternalFormat = swapchain->GetBackBufferInternalFormat();
+
ID3D11ShaderResourceView *srv = swapchain->getRenderTargetShaderResource();
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srv->GetDesc(&srvDesc);
@@ -439,7 +585,7 @@ TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapch
initializeSerials(1, 1);
}
-TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels)
+TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels)
: TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderTarget)),
mTexture(NULL),
mSwizzleTexture(NULL)
@@ -451,6 +597,8 @@ TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, GLenum internalform
mSwizzleRenderTargets[i] = NULL;
}
+ mInternalFormat = internalformat;
+
const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat);
mTextureFormat = formatInfo.texFormat;
mShaderResourceFormat = formatInfo.srvFormat;
@@ -460,51 +608,11 @@ TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, GLenum internalform
mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
- // if the width or height is not positive this should be treated as an incomplete texture
- // we handle that here by skipping the d3d texture creation
- if (width > 0 && height > 0)
- {
- // adjust size if needed for compressed textures
- d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
-
- ID3D11Device *device = mRenderer->getDevice();
-
- D3D11_TEXTURE2D_DESC desc;
- desc.Width = width; // Compressed texture size constraints?
- desc.Height = height;
- desc.MipLevels = desc.MipLevels = mRenderer->isLevel9() ? 1 : ((levels > 0) ? (mTopLevel + levels) : 0);
- desc.ArraySize = 1;
- desc.Format = mTextureFormat;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = getBindFlags();
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
-
- HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
-
- // this can happen from windows TDR
- if (d3d11::isDeviceLostError(result))
- {
- mRenderer->notifyDeviceLost();
- gl::error(GL_OUT_OF_MEMORY);
- }
- else if (FAILED(result))
- {
- ASSERT(result == E_OUTOFMEMORY);
- ERR("Creating image failed.");
- gl::error(GL_OUT_OF_MEMORY);
- }
- else
- {
- mTexture->GetDesc(&desc);
- mMipLevels = desc.MipLevels;
- mTextureWidth = desc.Width;
- mTextureHeight = desc.Height;
- mTextureDepth = 1;
- }
- }
+ d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = 1;
initializeSerials(getLevelCount(), 1);
}
@@ -521,7 +629,11 @@ TextureStorage11_2D::~TextureStorage11_2D()
if (imageAssociationCorrect)
{
// We must let the Images recover their data before we delete it from the TextureStorage.
- mAssociatedImages[i]->recoverFromAssociatedStorage();
+ gl::Error error = mAssociatedImages[i]->recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ // TODO: Find a way to report this back to the context
+ }
}
}
}
@@ -542,8 +654,10 @@ TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage
return static_cast<TextureStorage11_2D*>(storage);
}
-void TextureStorage11_2D::associateImage(Image11* image, int level, int layerTarget)
+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)
@@ -552,8 +666,10 @@ void TextureStorage11_2D::associateImage(Image11* image, int level, int layerTar
}
}
-bool TextureStorage11_2D::isAssociatedImageValid(int level, int layerTarget, Image11* expectedImage)
+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.
@@ -566,8 +682,10 @@ bool TextureStorage11_2D::isAssociatedImageValid(int level, int layerTarget, Ima
}
// disassociateImage allows an Image to end its association with a Storage.
-void TextureStorage11_2D::disassociateImage(int level, int layerTarget, Image11* expectedImage)
+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)
@@ -582,8 +700,10 @@ void TextureStorage11_2D::disassociateImage(int level, int layerTarget, Image11*
}
// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
-void TextureStorage11_2D::releaseAssociatedImage(int level, int layerTarget, Image11* incomingImage)
+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)
@@ -599,137 +719,168 @@ void TextureStorage11_2D::releaseAssociatedImage(int level, int layerTarget, Ima
{
// Force the image to recover from storage before its data is overwritten.
// This will reset mAssociatedImages[level] to NULL too.
- mAssociatedImages[level]->recoverFromAssociatedStorage();
+ gl::Error error = mAssociatedImages[level]->recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ return error;
+ }
}
}
}
+
+ return gl::Error(GL_NO_ERROR);
}
-ID3D11Resource *TextureStorage11_2D::getResource() const
+gl::Error TextureStorage11_2D::getResource(ID3D11Resource **outResource)
{
- return 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 (mTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0)
+ {
+ ASSERT(mMipLevels > 0);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth; // Compressed texture size constraints?
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mRenderer->isLevel9() ? 1 : mMipLevels;
+ desc.ArraySize = 1;
+ desc.Format = mTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
+
+ // this can happen from windows TDR
+ if (d3d11::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ 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);
+ }
+ }
+
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
}
-RenderTarget *TextureStorage11_2D::getRenderTarget(const gl::ImageIndex &index)
+gl::Error TextureStorage11_2D::getRenderTarget(const gl::ImageIndex &index, RenderTarget **outRT)
{
ASSERT(!index.hasLayer());
int level = index.mipIndex;
+ ASSERT(level >= 0 && level < getLevelCount());
- if (level >= 0 && level < getLevelCount())
+ if (!mRenderTarget[level])
{
- if (!mRenderTarget[level])
+ ID3D11Resource *texture = NULL;
+ gl::Error error = getResource(&texture);
+ if (error.isError())
{
- ID3D11ShaderResourceView *srv = getSRVLevel(level);
- if (!srv)
- {
- return NULL;
- }
-
- if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
- {
- ID3D11Device *device = mRenderer->getDevice();
+ return error;
+ }
- D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
- rtvDesc.Texture2D.MipSlice = mTopLevel + level;
+ ID3D11ShaderResourceView *srv = NULL;
+ error = getSRVLevel(level, &srv);
+ if (error.isError())
+ {
+ return error;
+ }
- ID3D11RenderTargetView *rtv;
- HRESULT result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
+ if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
- if (result == E_OUTOFMEMORY)
- {
- return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
- }
- ASSERT(SUCCEEDED(result));
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = mTopLevel + level;
- mRenderTarget[level] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(level), getLevelHeight(level), 1);
+ ID3D11RenderTargetView *rtv;
+ HRESULT result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
- // RenderTarget will take ownership of these resources
- SafeRelease(rtv);
- }
- else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
{
- ID3D11Device *device = mRenderer->getDevice();
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ }
- D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
- dsvDesc.Format = mDepthStencilFormat;
- dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
- dsvDesc.Texture2D.MipSlice = mTopLevel + level;
- dsvDesc.Flags = 0;
+ mRenderTarget[level] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
- ID3D11DepthStencilView *dsv;
- HRESULT result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+ else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
- if (result == E_OUTOFMEMORY)
- {
- SafeRelease(srv);
- return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
- }
- ASSERT(SUCCEEDED(result));
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mDepthStencilFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
+ dsvDesc.Texture2D.MipSlice = mTopLevel + level;
+ dsvDesc.Flags = 0;
- mRenderTarget[level] = new RenderTarget11(mRenderer, dsv, mTexture, srv, getLevelWidth(level), getLevelHeight(level), 1);
+ ID3D11DepthStencilView *dsv;
+ HRESULT result = device->CreateDepthStencilView(texture, &dsvDesc, &dsv);
- // RenderTarget will take ownership of these resources
- SafeRelease(dsv);
- }
- else
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
{
- UNREACHABLE();
+ return gl::Error(GL_OUT_OF_MEMORY,"Failed to create internal depth stencil view for texture storage, result: 0x%X.", result);
}
- }
- return mRenderTarget[level];
- }
- else
- {
- return NULL;
+ 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);
}
-ID3D11ShaderResourceView *TextureStorage11_2D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture)
+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;
-
- ID3D11ShaderResourceView *SRV = NULL;
+ srvDesc.Texture2D.MipLevels = mRenderer->isLevel9() ? -1 : mipLevels;
ID3D11Device *device = mRenderer->getDevice();
- HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, &SRV);
+ HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV);
- if (result == E_OUTOFMEMORY)
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
{
- gl::error(GL_OUT_OF_MEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
}
- ASSERT(SUCCEEDED(result));
- return SRV;
+ return gl::Error(GL_NO_ERROR);
}
-void TextureStorage11_2D::generateMipmaps()
+gl::Error TextureStorage11_2D::getSwizzleTexture(ID3D11Resource **outTexture)
{
- // Base level must already be defined
-
- for (int level = 1; level < getLevelCount(); level++)
- {
- invalidateSwizzleCacheLevel(level);
-
- gl::ImageIndex srcIndex = gl::ImageIndex::Make2D(level - 1);
- gl::ImageIndex destIndex = gl::ImageIndex::Make2D(level);
-
- RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(srcIndex));
- RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(destIndex));
+ ASSERT(outTexture);
- generateMipmapLayer(source, dest);
- }
-}
-
-ID3D11Resource *TextureStorage11_2D::getSwizzleTexture()
-{
if (!mSwizzleTexture)
{
ID3D11Device *device = mRenderer->getDevice();
@@ -749,52 +900,52 @@ ID3D11Resource *TextureStorage11_2D::getSwizzleTexture()
HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
- if (result == E_OUTOFMEMORY)
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
{
- return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11Texture2D*>(NULL));
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
}
- ASSERT(SUCCEEDED(result));
}
- return mSwizzleTexture;
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
}
-ID3D11RenderTargetView *TextureStorage11_2D::getSwizzleRenderTarget(int mipLevel)
+gl::Error TextureStorage11_2D::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
{
- if (mipLevel >= 0 && mipLevel < getLevelCount())
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
{
- if (!mSwizzleRenderTargets[mipLevel])
+ ID3D11Resource *swizzleTexture = NULL;
+ gl::Error error = getSwizzleTexture(&swizzleTexture);
+ if (error.isError())
{
- ID3D11Resource *swizzleTexture = getSwizzleTexture();
- if (!swizzleTexture)
- {
- return NULL;
- }
+ return error;
+ }
- ID3D11Device *device = mRenderer->getDevice();
+ ID3D11Device *device = mRenderer->getDevice();
- D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mSwizzleRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
- rtvDesc.Texture2D.MipSlice = mTopLevel + mipLevel;
+ 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]);
- if (result == E_OUTOFMEMORY)
- {
- return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11RenderTargetView*>(NULL));
- }
- ASSERT(SUCCEEDED(result));
- }
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
- return mSwizzleRenderTargets[mipLevel];
- }
- else
- {
- return NULL;
+ 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(Renderer *renderer, GLenum internalformat, bool renderTarget, int size, int levels)
+TextureStorage11_Cube::TextureStorage11_Cube(Renderer11 *renderer, GLenum internalformat, bool renderTarget, int size, int levels)
: TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderTarget))
{
mTexture = NULL;
@@ -803,13 +954,15 @@ TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, GLenum internal
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
mSwizzleRenderTargets[level] = NULL;
- for (unsigned int face = 0; face < 6; face++)
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
{
mAssociatedImages[face][level] = NULL;
mRenderTarget[face][level] = NULL;
}
}
+ mInternalFormat = internalformat;
+
const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat);
mTextureFormat = formatInfo.texFormat;
mShaderResourceFormat = formatInfo.srvFormat;
@@ -819,56 +972,23 @@ TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, GLenum internal
mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
- // if the size is not positive this should be treated as an incomplete texture
- // we handle that here by skipping the d3d texture creation
- if (size > 0)
- {
- // adjust size if needed for compressed textures
- int height = size;
- d3d11::MakeValidSize(false, mTextureFormat, &size, &height, &mTopLevel);
-
- ID3D11Device *device = mRenderer->getDevice();
+ // adjust size if needed for compressed textures
+ int height = size;
+ d3d11::MakeValidSize(false, mTextureFormat, &size, &height, &mTopLevel);
- D3D11_TEXTURE2D_DESC desc;
- desc.Width = size;
- desc.Height = size;
- desc.MipLevels = ((levels > 0) ? (mTopLevel + levels) : 0);
- desc.ArraySize = 6;
- desc.Format = mTextureFormat;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = getBindFlags();
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
-
- HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
-
- if (FAILED(result))
- {
- ASSERT(result == E_OUTOFMEMORY);
- ERR("Creating image failed.");
- gl::error(GL_OUT_OF_MEMORY);
- }
- else
- {
- mTexture->GetDesc(&desc);
- mMipLevels = desc.MipLevels;
- mTextureWidth = desc.Width;
- mTextureHeight = desc.Height;
- mTextureDepth = 1;
- }
- }
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = size;
+ mTextureHeight = size;
+ mTextureDepth = 1;
- initializeSerials(getLevelCount() * 6, 6);
+ 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 < 6; face++)
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
{
if (mAssociatedImages[face][level] != NULL)
{
@@ -890,7 +1010,7 @@ TextureStorage11_Cube::~TextureStorage11_Cube()
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
SafeRelease(mSwizzleRenderTargets[level]);
- for (unsigned int face = 0; face < 6; face++)
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
{
SafeDelete(mRenderTarget[face][level]);
}
@@ -903,25 +1023,31 @@ TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureS
return static_cast<TextureStorage11_Cube*>(storage);
}
-void TextureStorage11_Cube::associateImage(Image11* image, int level, int layerTarget)
+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 < 6);
+ ASSERT(0 <= layerTarget && layerTarget < CUBE_FACE_COUNT);
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
- if (0 <= layerTarget && layerTarget < 6)
+ if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
{
mAssociatedImages[layerTarget][level] = image;
}
}
}
-bool TextureStorage11_Cube::isAssociatedImageValid(int level, int layerTarget, Image11* expectedImage)
+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 < 6)
+ 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);
@@ -934,14 +1060,17 @@ bool TextureStorage11_Cube::isAssociatedImageValid(int level, int layerTarget, I
}
// disassociateImage allows an Image to end its association with a Storage.
-void TextureStorage11_Cube::disassociateImage(int level, int layerTarget, Image11* expectedImage)
+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 < 6);
+ ASSERT(0 <= layerTarget && layerTarget < CUBE_FACE_COUNT);
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
- if (0 <= layerTarget && layerTarget < 6)
+ if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
{
ASSERT(mAssociatedImages[layerTarget][level] == expectedImage);
@@ -954,14 +1083,17 @@ void TextureStorage11_Cube::disassociateImage(int level, int layerTarget, Image1
}
// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
-void TextureStorage11_Cube::releaseAssociatedImage(int level, int layerTarget, Image11* incomingImage)
+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 < 6);
+ ASSERT(0 <= layerTarget && layerTarget < CUBE_FACE_COUNT);
if ((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS))
{
- if (0 <= layerTarget && layerTarget < 6)
+ 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)
@@ -974,114 +1106,165 @@ void TextureStorage11_Cube::releaseAssociatedImage(int level, int layerTarget, I
{
// Force the image to recover from storage before its data is overwritten.
// This will reset mAssociatedImages[level] to NULL too.
- mAssociatedImages[layerTarget][level]->recoverFromAssociatedStorage();
+ gl::Error error = mAssociatedImages[layerTarget][level]->recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ return error;
+ }
}
}
}
}
+
+ return gl::Error(GL_NO_ERROR);
}
-ID3D11Resource *TextureStorage11_Cube::getResource() const
+gl::Error TextureStorage11_Cube::getResource(ID3D11Resource **outResource)
{
- return 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 (mTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0)
+ {
+ ASSERT(mMipLevels > 0);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ 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, &mTexture);
+
+ // 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);
+ }
+ }
+
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
}
-RenderTarget *TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index)
+gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index, RenderTarget **outRT)
{
int faceIndex = index.layerIndex;
int level = index.mipIndex;
- if (level >= 0 && level < getLevelCount())
- {
- if (!mRenderTarget[faceIndex][level])
- {
- ID3D11Device *device = mRenderer->getDevice();
- HRESULT result;
+ ASSERT(level >= 0 && level < getLevelCount());
+ ASSERT(faceIndex >= 0 && faceIndex < CUBE_FACE_COUNT);
- D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
- srvDesc.Format = mShaderResourceFormat;
- srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; // Will be used with Texture2D sampler, not TextureCube
- srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + level;
- srvDesc.Texture2DArray.MipLevels = 1;
- srvDesc.Texture2DArray.FirstArraySlice = faceIndex;
- srvDesc.Texture2DArray.ArraySize = 1;
+ if (!mRenderTarget[faceIndex][level])
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
- ID3D11ShaderResourceView *srv;
- result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
+ ID3D11Resource *texture = NULL;
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
- if (result == E_OUTOFMEMORY)
- {
- return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
- }
- ASSERT(SUCCEEDED(result));
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = mShaderResourceFormat;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; // Will be used with Texture2D sampler, not TextureCube
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + level;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ srvDesc.Texture2DArray.ArraySize = 1;
- 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;
+ ID3D11ShaderResourceView *srv;
+ result = device->CreateShaderResourceView(texture, &srvDesc, &srv);
- ID3D11RenderTargetView *rtv;
- result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
+ 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 (result == E_OUTOFMEMORY)
- {
- SafeRelease(srv);
- return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
- }
- ASSERT(SUCCEEDED(result));
+ if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ rtvDesc.Texture2DArray.ArraySize = 1;
- mRenderTarget[faceIndex][level] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(level), getLevelHeight(level), 1);
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
- // RenderTarget will take ownership of these resources
- SafeRelease(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);
}
- 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(mTexture, &dsvDesc, &dsv);
-
- if (result == E_OUTOFMEMORY)
- {
- SafeRelease(srv);
- return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
- }
- ASSERT(SUCCEEDED(result));
- mRenderTarget[faceIndex][level] = new RenderTarget11(mRenderer, dsv, mTexture, srv, getLevelWidth(level), getLevelHeight(level), 1);
+ mRenderTarget[faceIndex][level] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
- // RenderTarget will take ownership of these resources
- SafeRelease(dsv);
- SafeRelease(srv);
- }
- else
+ // 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))
{
- UNREACHABLE();
+ SafeRelease(srv);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal depth stencil view for texture storage, result: 0x%X.", result);
}
- }
- return mRenderTarget[faceIndex][level];
- }
- else
- {
- return NULL;
+ 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);
}
-ID3D11ShaderResourceView *TextureStorage11_Cube::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture)
+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;
@@ -1093,7 +1276,7 @@ ID3D11ShaderResourceView *TextureStorage11_Cube::createSRV(int baseLevel, int mi
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
srvDesc.Texture2DArray.MipLevels = 1;
srvDesc.Texture2DArray.FirstArraySlice = 0;
- srvDesc.Texture2DArray.ArraySize = 6;
+ srvDesc.Texture2DArray.ArraySize = CUBE_FACE_COUNT;
}
else
{
@@ -1102,43 +1285,22 @@ ID3D11ShaderResourceView *TextureStorage11_Cube::createSRV(int baseLevel, int mi
srvDesc.TextureCube.MostDetailedMip = mTopLevel + baseLevel;
}
- ID3D11ShaderResourceView *SRV = NULL;
-
ID3D11Device *device = mRenderer->getDevice();
- HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, &SRV);
+ HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV);
- if (result == E_OUTOFMEMORY)
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
{
- gl::error(GL_OUT_OF_MEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
}
- ASSERT(SUCCEEDED(result));
- return SRV;
+ return gl::Error(GL_NO_ERROR);
}
-void TextureStorage11_Cube::generateMipmaps()
+gl::Error TextureStorage11_Cube::getSwizzleTexture(ID3D11Resource **outTexture)
{
- // Base level must already be defined
-
- for (int faceIndex = 0; faceIndex < 6; faceIndex++)
- {
- for (int level = 1; level < getLevelCount(); level++)
- {
- invalidateSwizzleCacheLevel(level);
-
- gl::ImageIndex srcIndex = gl::ImageIndex::MakeCube(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level - 1);
- gl::ImageIndex destIndex = gl::ImageIndex::MakeCube(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level);
-
- RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(srcIndex));
- RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(destIndex));
+ ASSERT(outTexture);
- generateMipmapLayer(source, dest);
- }
- }
-}
-
-ID3D11Resource *TextureStorage11_Cube::getSwizzleTexture()
-{
if (!mSwizzleTexture)
{
ID3D11Device *device = mRenderer->getDevice();
@@ -1147,7 +1309,7 @@ ID3D11Resource *TextureStorage11_Cube::getSwizzleTexture()
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.MipLevels = mMipLevels;
- desc.ArraySize = 6;
+ desc.ArraySize = CUBE_FACE_COUNT;
desc.Format = mSwizzleTextureFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
@@ -1158,55 +1320,54 @@ ID3D11Resource *TextureStorage11_Cube::getSwizzleTexture()
HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
- if (result == E_OUTOFMEMORY)
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
{
- return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11Texture2D*>(NULL));
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
}
- ASSERT(SUCCEEDED(result));
}
- return mSwizzleTexture;
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
}
-ID3D11RenderTargetView *TextureStorage11_Cube::getSwizzleRenderTarget(int mipLevel)
+gl::Error TextureStorage11_Cube::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
{
- if (mipLevel >= 0 && mipLevel < getLevelCount())
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
{
- if (!mSwizzleRenderTargets[mipLevel])
+ ID3D11Resource *swizzleTexture = NULL;
+ gl::Error error = getSwizzleTexture(&swizzleTexture);
+ if (error.isError())
{
- ID3D11Resource *swizzleTexture = getSwizzleTexture();
- if (!swizzleTexture)
- {
- return NULL;
- }
+ return error;
+ }
- ID3D11Device *device = mRenderer->getDevice();
+ 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 = 6;
+ 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]);
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
- if (result == E_OUTOFMEMORY)
- {
- return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11RenderTargetView*>(NULL));
- }
- ASSERT(SUCCEEDED(result));
+ 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);
}
-
- return mSwizzleRenderTargets[mipLevel];
- }
- else
- {
- return NULL;
}
+
+ *outRTV = mSwizzleRenderTargets[mipLevel];
+ return gl::Error(GL_NO_ERROR);
}
-TextureStorage11_3D::TextureStorage11_3D(Renderer *renderer, GLenum internalformat, bool renderTarget,
+TextureStorage11_3D::TextureStorage11_3D(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
GLsizei width, GLsizei height, GLsizei depth, int levels)
: TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderTarget))
{
@@ -1220,6 +1381,8 @@ TextureStorage11_3D::TextureStorage11_3D(Renderer *renderer, GLenum internalform
mSwizzleRenderTargets[i] = NULL;
}
+ mInternalFormat = internalformat;
+
const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat);
mTextureFormat = formatInfo.texFormat;
mShaderResourceFormat = formatInfo.srvFormat;
@@ -1229,49 +1392,13 @@ TextureStorage11_3D::TextureStorage11_3D(Renderer *renderer, GLenum internalform
mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
- // 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 (width > 0 && height > 0 && depth > 0)
- {
- // adjust size if needed for compressed textures
- d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
-
- ID3D11Device *device = mRenderer->getDevice();
-
- D3D11_TEXTURE3D_DESC desc;
- desc.Width = width;
- desc.Height = height;
- desc.Depth = depth;
- desc.MipLevels = ((levels > 0) ? (mTopLevel + levels) : 0);
- desc.Format = mTextureFormat;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = getBindFlags();
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
-
- HRESULT result = device->CreateTexture3D(&desc, NULL, &mTexture);
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
- // this can happen from windows TDR
- if (d3d11::isDeviceLostError(result))
- {
- mRenderer->notifyDeviceLost();
- gl::error(GL_OUT_OF_MEMORY);
- }
- else if (FAILED(result))
- {
- ASSERT(result == E_OUTOFMEMORY);
- ERR("Creating image failed.");
- gl::error(GL_OUT_OF_MEMORY);
- }
- else
- {
- mTexture->GetDesc(&desc);
- mMipLevels = desc.MipLevels;
- mTextureWidth = desc.Width;
- mTextureHeight = desc.Height;
- mTextureDepth = desc.Depth;
- }
- }
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = depth;
initializeSerials(getLevelCount() * depth, depth);
}
@@ -1315,8 +1442,10 @@ TextureStorage11_3D *TextureStorage11_3D::makeTextureStorage11_3D(TextureStorage
return static_cast<TextureStorage11_3D*>(storage);
}
-void TextureStorage11_3D::associateImage(Image11* image, int level, int layerTarget)
+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)
@@ -1325,8 +1454,10 @@ void TextureStorage11_3D::associateImage(Image11* image, int level, int layerTar
}
}
-bool TextureStorage11_3D::isAssociatedImageValid(int level, int layerTarget, Image11* expectedImage)
+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.
@@ -1339,8 +1470,10 @@ bool TextureStorage11_3D::isAssociatedImageValid(int level, int layerTarget, Ima
}
// disassociateImage allows an Image to end its association with a Storage.
-void TextureStorage11_3D::disassociateImage(int level, int layerTarget, Image11* expectedImage)
+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)
@@ -1355,8 +1488,10 @@ void TextureStorage11_3D::disassociateImage(int level, int layerTarget, Image11*
}
// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
-void TextureStorage11_3D::releaseAssociatedImage(int level, int layerTarget, Image11* incomingImage)
+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)
@@ -1372,148 +1507,188 @@ void TextureStorage11_3D::releaseAssociatedImage(int level, int layerTarget, Ima
{
// Force the image to recover from storage before its data is overwritten.
// This will reset mAssociatedImages[level] to NULL too.
- mAssociatedImages[level]->recoverFromAssociatedStorage();
+ gl::Error error = mAssociatedImages[level]->recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ return error;
+ }
}
}
}
+
+ return gl::Error(GL_NO_ERROR);
}
-ID3D11Resource *TextureStorage11_3D::getResource() const
+gl::Error TextureStorage11_3D::getResource(ID3D11Resource **outResource)
{
- return mTexture;
+ // 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);
}
-ID3D11ShaderResourceView *TextureStorage11_3D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture)
+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;
- ID3D11ShaderResourceView *SRV = NULL;
-
ID3D11Device *device = mRenderer->getDevice();
- HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, &SRV);
+ HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV);
- if (result == E_OUTOFMEMORY)
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
{
- gl::error(GL_OUT_OF_MEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
}
- ASSERT(SUCCEEDED(result));
- return SRV;
+ return gl::Error(GL_NO_ERROR);
}
-RenderTarget *TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index)
+gl::Error TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index, RenderTarget **outRT)
{
int mipLevel = index.mipIndex;
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
- if (mipLevel >= 0 && mipLevel < getLevelCount())
- {
- ASSERT(mRenderTargetFormat != DXGI_FORMAT_UNKNOWN);
+ ASSERT(mRenderTargetFormat != DXGI_FORMAT_UNKNOWN);
- if (!index.hasLayer())
+ if (!index.hasLayer())
+ {
+ if (!mLevelRenderTargets[mipLevel])
{
- if (!mLevelRenderTargets[mipLevel])
+ ID3D11Resource *texture = NULL;
+ gl::Error error = getResource(&texture);
+ if (error.isError())
{
- ID3D11ShaderResourceView *srv = getSRVLevel(mipLevel);
- if (!srv)
- {
- return NULL;
- }
-
- 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 = -1;
-
- ID3D11RenderTargetView *rtv;
- HRESULT result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
+ return error;
+ }
- if (result == E_OUTOFMEMORY)
- {
- SafeRelease(srv);
- return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
- }
- ASSERT(SUCCEEDED(result));
+ ID3D11ShaderResourceView *srv = NULL;
+ error = getSRVLevel(mipLevel, &srv);
+ if (error.isError())
+ {
+ return error;
+ }
- mLevelRenderTargets[mipLevel] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(mipLevel), getLevelHeight(mipLevel), getLevelDepth(mipLevel));
+ ID3D11Device *device = mRenderer->getDevice();
- // RenderTarget will take ownership of these resources
- SafeRelease(rtv);
- }
+ 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 = -1;
- return mLevelRenderTargets[mipLevel];
- }
- else
- {
- int layer = index.layerIndex;
+ ID3D11RenderTargetView *rtv;
+ HRESULT result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
- LevelLayerKey key(mipLevel, layer);
- if (mLevelLayerRenderTargets.find(key) == mLevelLayerRenderTargets.end())
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
{
- ID3D11Device *device = mRenderer->getDevice();
- HRESULT result;
-
- // TODO, what kind of SRV is expected here?
- ID3D11ShaderResourceView *srv = NULL;
+ SafeRelease(srv);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ }
- 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;
+ mLevelRenderTargets[mipLevel] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), getLevelDepth(mipLevel), 0);
- ID3D11RenderTargetView *rtv;
- result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
- if (result == E_OUTOFMEMORY)
- {
- SafeRelease(srv);
- return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
- }
- ASSERT(SUCCEEDED(result));
+ ASSERT(outRT);
+ *outRT = mLevelRenderTargets[mipLevel];
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ int layer = index.layerIndex;
- mLevelLayerRenderTargets[key] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1);
+ LevelLayerKey key(mipLevel, layer);
+ if (mLevelLayerRenderTargets.find(key) == mLevelLayerRenderTargets.end())
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
- // RenderTarget will take ownership of these resources
- SafeRelease(rtv);
- SafeRelease(srv);
+ ID3D11Resource *texture = NULL;
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
}
- return mLevelLayerRenderTargets[key];
- }
- }
+ // TODO, what kind of SRV is expected here?
+ ID3D11ShaderResourceView *srv = NULL;
- return 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;
-void TextureStorage11_3D::generateMipmaps()
-{
- // Base level must already be defined
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
- for (int level = 1; level < getLevelCount(); level++)
- {
- invalidateSwizzleCacheLevel(level);
+ 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));
- gl::ImageIndex srcIndex = gl::ImageIndex::Make3D(level - 1);
- gl::ImageIndex destIndex = gl::ImageIndex::Make3D(level);
+ mLevelLayerRenderTargets[key] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
- RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(srcIndex));
- RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(destIndex));
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
- generateMipmapLayer(source, dest);
+ ASSERT(outRT);
+ *outRT = mLevelLayerRenderTargets[key];
+ return gl::Error(GL_NO_ERROR);
}
}
-ID3D11Resource *TextureStorage11_3D::getSwizzleTexture()
+gl::Error TextureStorage11_3D::getSwizzleTexture(ID3D11Resource **outTexture)
{
+ ASSERT(outTexture);
+
if (!mSwizzleTexture)
{
ID3D11Device *device = mRenderer->getDevice();
@@ -1531,55 +1706,54 @@ ID3D11Resource *TextureStorage11_3D::getSwizzleTexture()
HRESULT result = device->CreateTexture3D(&desc, NULL, &mSwizzleTexture);
- if (result == E_OUTOFMEMORY)
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
{
- return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11Texture3D*>(NULL));
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
}
- ASSERT(SUCCEEDED(result));
}
- return mSwizzleTexture;
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
}
-ID3D11RenderTargetView *TextureStorage11_3D::getSwizzleRenderTarget(int mipLevel)
+gl::Error TextureStorage11_3D::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
{
- if (mipLevel >= 0 && mipLevel < getLevelCount())
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
{
- if (!mSwizzleRenderTargets[mipLevel])
+ ID3D11Resource *swizzleTexture = NULL;
+ gl::Error error = getSwizzleTexture(&swizzleTexture);
+ if (error.isError())
{
- ID3D11Resource *swizzleTexture = getSwizzleTexture();
- if (!swizzleTexture)
- {
- return NULL;
- }
+ return error;
+ }
- ID3D11Device *device = mRenderer->getDevice();
+ 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 = -1;
+ 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 = -1;
- HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
- if (result == E_OUTOFMEMORY)
- {
- return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11RenderTargetView*>(NULL));
- }
- ASSERT(SUCCEEDED(result));
+ 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);
}
-
- return mSwizzleRenderTargets[mipLevel];
- }
- else
- {
- return NULL;
}
+
+ *outRTV = mSwizzleRenderTargets[mipLevel];
+ return gl::Error(GL_NO_ERROR);
}
-TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer *renderer, GLenum internalformat, bool renderTarget,
+TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
GLsizei width, GLsizei height, GLsizei depth, int levels)
: TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderTarget))
{
@@ -1591,6 +1765,8 @@ TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer *renderer, GLenum in
mSwizzleRenderTargets[level] = NULL;
}
+ mInternalFormat = internalformat;
+
const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat);
mTextureFormat = formatInfo.texFormat;
mShaderResourceFormat = formatInfo.srvFormat;
@@ -1600,51 +1776,13 @@ TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer *renderer, GLenum in
mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
- // 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 (width > 0 && height > 0 && depth > 0)
- {
- // adjust size if needed for compressed textures
- d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
- ID3D11Device *device = mRenderer->getDevice();
-
- D3D11_TEXTURE2D_DESC desc;
- desc.Width = width;
- desc.Height = height;
- desc.MipLevels = ((levels > 0) ? (mTopLevel + levels) : 0);
- desc.ArraySize = depth;
- desc.Format = mTextureFormat;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = getBindFlags();
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
-
- HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
-
- // this can happen from windows TDR
- if (d3d11::isDeviceLostError(result))
- {
- mRenderer->notifyDeviceLost();
- gl::error(GL_OUT_OF_MEMORY);
- }
- else if (FAILED(result))
- {
- ASSERT(result == E_OUTOFMEMORY);
- ERR("Creating image failed.");
- gl::error(GL_OUT_OF_MEMORY);
- }
- else
- {
- mTexture->GetDesc(&desc);
- mMipLevels = desc.MipLevels;
- mTextureWidth = desc.Width;
- mTextureHeight = desc.Height;
- mTextureDepth = desc.ArraySize;
- }
- }
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = depth;
initializeSerials(getLevelCount() * depth, depth);
}
@@ -1685,8 +1823,11 @@ TextureStorage11_2DArray *TextureStorage11_2DArray::makeTextureStorage11_2DArray
return static_cast<TextureStorage11_2DArray*>(storage);
}
-void TextureStorage11_2DArray::associateImage(Image11* image, int level, int layerTarget)
+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())
@@ -1696,8 +1837,11 @@ void TextureStorage11_2DArray::associateImage(Image11* image, int level, int lay
}
}
-bool TextureStorage11_2DArray::isAssociatedImageValid(int level, int layerTarget, Image11* expectedImage)
+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.
@@ -1707,8 +1851,11 @@ bool TextureStorage11_2DArray::isAssociatedImageValid(int level, int layerTarget
}
// disassociateImage allows an Image to end its association with a Storage.
-void TextureStorage11_2DArray::disassociateImage(int level, int layerTarget, Image11* expectedImage)
+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));
@@ -1721,8 +1868,11 @@ void TextureStorage11_2DArray::disassociateImage(int level, int layerTarget, Ima
}
// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
-void TextureStorage11_2DArray::releaseAssociatedImage(int level, int layerTarget, Image11* incomingImage)
+gl::Error TextureStorage11_2DArray::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
LevelLayerKey key(level, layerTarget);
ASSERT(mAssociatedImages.find(key) != mAssociatedImages.end());
@@ -1739,18 +1889,62 @@ void TextureStorage11_2DArray::releaseAssociatedImage(int level, int layerTarget
{
// Force the image to recover from storage before its data is overwritten.
// This will reset mAssociatedImages[level] to NULL too.
- mAssociatedImages[key]->recoverFromAssociatedStorage();
+ gl::Error error = mAssociatedImages[key]->recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ return error;
+ }
}
}
}
+
+ return gl::Error(GL_NO_ERROR);
}
-ID3D11Resource *TextureStorage11_2DArray::getResource() const
+gl::Error TextureStorage11_2DArray::getResource(ID3D11Resource **outResource)
{
- return mTexture;
+ // 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);
}
-ID3D11ShaderResourceView *TextureStorage11_2DArray::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture)
+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;
@@ -1760,112 +1954,94 @@ ID3D11ShaderResourceView *TextureStorage11_2DArray::createSRV(int baseLevel, int
srvDesc.Texture2DArray.FirstArraySlice = 0;
srvDesc.Texture2DArray.ArraySize = mTextureDepth;
- ID3D11ShaderResourceView *SRV = NULL;
-
ID3D11Device *device = mRenderer->getDevice();
- HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, &SRV);
+ HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV);
- if (result == E_OUTOFMEMORY)
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
{
- gl::error(GL_OUT_OF_MEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
}
- ASSERT(SUCCEEDED(result));
- return SRV;
+ return gl::Error(GL_NO_ERROR);
}
-RenderTarget *TextureStorage11_2DArray::getRenderTarget(const gl::ImageIndex &index)
+gl::Error TextureStorage11_2DArray::getRenderTarget(const gl::ImageIndex &index, RenderTarget **outRT)
{
ASSERT(index.hasLayer());
int mipLevel = index.mipIndex;
int layer = index.layerIndex;
- if (mipLevel >= 0 && mipLevel < getLevelCount())
- {
- LevelLayerKey key(mipLevel, layer);
- if (mRenderTargets.find(key) == mRenderTargets.end())
- {
- ID3D11Device *device = mRenderer->getDevice();
- HRESULT result;
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
- 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;
+ LevelLayerKey key(mipLevel, layer);
+ if (mRenderTargets.find(key) == mRenderTargets.end())
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
- ID3D11ShaderResourceView *srv;
- result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
+ ID3D11Resource *texture = NULL;
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
- if (result == E_OUTOFMEMORY)
- {
- return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
- }
- ASSERT(SUCCEEDED(result));
+ 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;
- 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;
+ ID3D11ShaderResourceView *srv;
+ result = device->CreateShaderResourceView(texture, &srvDesc, &srv);
- ID3D11RenderTargetView *rtv;
- result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
+ 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 (result == E_OUTOFMEMORY)
- {
- SafeRelease(srv);
- return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
- }
- ASSERT(SUCCEEDED(result));
+ if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture2DArray.FirstArraySlice = layer;
+ rtvDesc.Texture2DArray.ArraySize = 1;
- mRenderTargets[key] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1);
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
- // RenderTarget will take ownership of these resources
- SafeRelease(rtv);
- SafeRelease(srv);
- }
- else
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
{
- UNREACHABLE();
+ SafeRelease(srv);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
}
- }
-
- return mRenderTargets[key];
- }
- else
- {
- return NULL;
- }
-}
-void TextureStorage11_2DArray::generateMipmaps()
-{
- // Base level must already be defined
+ mRenderTargets[key] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
- for (int level = 0; level < getLevelCount(); level++)
- {
- invalidateSwizzleCacheLevel(level);
- for (unsigned int layer = 0; layer < mTextureDepth; layer++)
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ SafeRelease(srv);
+ }
+ else
{
- gl::ImageIndex sourceIndex = gl::ImageIndex::Make2DArray(level - 1, layer);
- gl::ImageIndex destIndex = gl::ImageIndex::Make2DArray(level, layer);
-
- RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(sourceIndex));
- RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(destIndex));
-
- generateMipmapLayer(source, dest);
+ UNREACHABLE();
}
}
+
+ ASSERT(outRT);
+ *outRT = mRenderTargets[key];
+ return gl::Error(GL_NO_ERROR);
}
-ID3D11Resource *TextureStorage11_2DArray::getSwizzleTexture()
+gl::Error TextureStorage11_2DArray::getSwizzleTexture(ID3D11Resource **outTexture)
{
if (!mSwizzleTexture)
{
@@ -1886,52 +2062,51 @@ ID3D11Resource *TextureStorage11_2DArray::getSwizzleTexture()
HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
- if (result == E_OUTOFMEMORY)
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
{
- return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11Texture2D*>(NULL));
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
}
- ASSERT(SUCCEEDED(result));
}
- return mSwizzleTexture;
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
}
-ID3D11RenderTargetView *TextureStorage11_2DArray::getSwizzleRenderTarget(int mipLevel)
+gl::Error TextureStorage11_2DArray::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
{
- if (mipLevel >= 0 && mipLevel < getLevelCount())
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
{
- if (!mSwizzleRenderTargets[mipLevel])
+ ID3D11Resource *swizzleTexture = NULL;
+ gl::Error error = getSwizzleTexture(&swizzleTexture);
+ if (error.isError())
{
- ID3D11Resource *swizzleTexture = getSwizzleTexture();
- if (!swizzleTexture)
- {
- return NULL;
- }
+ return error;
+ }
- ID3D11Device *device = mRenderer->getDevice();
+ 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;
+ 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]);
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
- if (result == E_OUTOFMEMORY)
- {
- return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11RenderTargetView*>(NULL));
- }
- ASSERT(SUCCEEDED(result));
+ 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);
}
-
- return mSwizzleRenderTargets[mipLevel];
- }
- else
- {
- return NULL;
}
+
+ *outRTV = mSwizzleRenderTargets[mipLevel];
+ return gl::Error(GL_NO_ERROR);
}
}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.h
index 9d63b2699d..930300a63d 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.h
@@ -25,7 +25,6 @@ namespace rx
{
class RenderTarget;
class RenderTarget11;
-class Renderer;
class Renderer11;
class SwapChain11;
class Image11;
@@ -41,47 +40,49 @@ class TextureStorage11 : public TextureStorage
UINT getBindFlags() const;
- virtual ID3D11Resource *getResource() const = 0;
- virtual ID3D11ShaderResourceView *getSRV(const gl::SamplerState &samplerState);
- virtual RenderTarget *getRenderTarget(const gl::ImageIndex &index) = 0;
+ virtual gl::Error getResource(ID3D11Resource **outResource) = 0;
+ virtual gl::Error getSRV(const gl::SamplerState &samplerState, ID3D11ShaderResourceView **outSRV);
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTarget **outRT) = 0;
- virtual void generateMipmaps() = 0;
+ virtual gl::Error generateMipmap(const gl::ImageIndex &sourceIndex, const gl::ImageIndex &destIndex);
virtual int getTopLevel() const;
virtual bool isRenderTarget() const;
virtual bool isManaged() const;
virtual int getLevelCount() const;
- UINT getSubresourceIndex(int mipLevel, int layerTarget) const;
+ UINT getSubresourceIndex(const gl::ImageIndex &index) const;
gl::Error generateSwizzles(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha);
void invalidateSwizzleCacheLevel(int mipLevel);
void invalidateSwizzleCache();
- bool updateSubresourceLevel(ID3D11Resource *texture, unsigned int sourceSubresource, int level,
- int layerTarget, GLint xoffset, GLint yoffset, GLint zoffset,
- GLsizei width, GLsizei height, GLsizei depth);
+ gl::Error updateSubresourceLevel(ID3D11Resource *texture, unsigned int sourceSubresource,
+ const gl::ImageIndex &index, const gl::Box &copyArea);
- bool copySubresourceLevel(ID3D11Resource* dstTexture, unsigned int dstSubresource, int level,
- int layerTarget, GLint xoffset, GLint yoffset, GLint zoffset,
- GLsizei width, GLsizei height, GLsizei depth);
+ gl::Error copySubresourceLevel(ID3D11Resource* dstTexture, unsigned int dstSubresource,
+ const gl::ImageIndex &index, const gl::Box &region);
- virtual void associateImage(Image11* image, int level, int layerTarget) = 0;
- virtual void disassociateImage(int level, int layerTarget, Image11* expectedImage) = 0;
- virtual bool isAssociatedImageValid(int level, int layerTarget, Image11* expectedImage) = 0;
- virtual void releaseAssociatedImage(int level, int layerTarget, Image11* incomingImage) = 0;
+ virtual void associateImage(Image11* image, const gl::ImageIndex &index) = 0;
+ virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage) = 0;
+ virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage) = 0;
+ virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage) = 0;
+
+ virtual gl::Error copyToStorage(TextureStorage *destStorage);
+ virtual gl::Error setData(const gl::ImageIndex &index, Image *image, const gl::Box *destBox, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixelData);
protected:
- TextureStorage11(Renderer *renderer, UINT bindFlags);
- void generateMipmapLayer(RenderTarget11 *source, RenderTarget11 *dest);
+ TextureStorage11(Renderer11 *renderer, UINT bindFlags);
int getLevelWidth(int mipLevel) const;
int getLevelHeight(int mipLevel) const;
int getLevelDepth(int mipLevel) const;
- virtual ID3D11Resource *getSwizzleTexture() = 0;
- virtual ID3D11RenderTargetView *getSwizzleRenderTarget(int mipLevel) = 0;
- ID3D11ShaderResourceView *getSRVLevel(int mipLevel);
+ virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture) = 0;
+ virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV) = 0;
+ gl::Error getSRVLevel(int mipLevel, ID3D11ShaderResourceView **outSRV);
- virtual ID3D11ShaderResourceView *createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture) = 0;
+ virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const = 0;
void verifySwizzleExists(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha);
@@ -89,6 +90,7 @@ class TextureStorage11 : public TextureStorage
int mTopLevel;
unsigned int mMipLevels;
+ GLenum mInternalFormat;
DXGI_FORMAT mTextureFormat;
DXGI_FORMAT mShaderResourceFormat;
DXGI_FORMAT mRenderTargetFormat;
@@ -115,69 +117,53 @@ class TextureStorage11 : public TextureStorage
};
SwizzleCacheValue mSwizzleCache[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureStorage11);
+
+ const UINT mBindFlags;
+
struct SRVKey
{
SRVKey(int baseLevel = 0, int mipLevels = 0, bool swizzle = false);
- bool operator==(const SRVKey &rhs) const;
+ bool operator<(const SRVKey &rhs) const;
int baseLevel;
int mipLevels;
bool swizzle;
};
+ typedef std::map<SRVKey, ID3D11ShaderResourceView *> SRVCache;
- struct SRVPair
- {
- SRVKey key;
- ID3D11ShaderResourceView *srv;
- };
-
- struct SRVCache
- {
- ~SRVCache();
-
- ID3D11ShaderResourceView *find(const SRVKey &key) const;
- ID3D11ShaderResourceView *add(const SRVKey &key, ID3D11ShaderResourceView *srv);
-
- std::vector<SRVPair> cache;
- };
-
- private:
- DISALLOW_COPY_AND_ASSIGN(TextureStorage11);
-
- const UINT mBindFlags;
-
- SRVCache srvCache;
+ SRVCache mSrvCache;
ID3D11ShaderResourceView *mLevelSRVs[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
};
class TextureStorage11_2D : public TextureStorage11
{
public:
- TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain);
- TextureStorage11_2D(Renderer *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels);
+ TextureStorage11_2D(Renderer11 *renderer, SwapChain11 *swapchain);
+ TextureStorage11_2D(Renderer11 *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels);
virtual ~TextureStorage11_2D();
static TextureStorage11_2D *makeTextureStorage11_2D(TextureStorage *storage);
- virtual ID3D11Resource *getResource() const;
- virtual RenderTarget *getRenderTarget(const gl::ImageIndex &index);
-
- virtual void generateMipmaps();
+ virtual gl::Error getResource(ID3D11Resource **outResource);
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTarget **outRT);
- virtual void associateImage(Image11* image, int level, int layerTarget);
- virtual void disassociateImage(int level, int layerTarget, Image11* expectedImage);
- virtual bool isAssociatedImageValid(int level, int layerTarget, Image11* expectedImage);
- virtual void releaseAssociatedImage(int level, int layerTarget, Image11* incomingImage);
+ virtual void associateImage(Image11* image, const gl::ImageIndex &index);
+ virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);
protected:
- virtual ID3D11Resource *getSwizzleTexture();
- virtual ID3D11RenderTargetView *getSwizzleRenderTarget(int mipLevel);
+ virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
+ virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);
private:
DISALLOW_COPY_AND_ASSIGN(TextureStorage11_2D);
- virtual ID3D11ShaderResourceView *createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture);
+ virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const;
ID3D11Texture2D *mTexture;
RenderTarget11 *mRenderTarget[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
@@ -191,68 +177,68 @@ class TextureStorage11_2D : public TextureStorage11
class TextureStorage11_Cube : public TextureStorage11
{
public:
- TextureStorage11_Cube(Renderer *renderer, GLenum internalformat, bool renderTarget, int size, int levels);
+ TextureStorage11_Cube(Renderer11 *renderer, GLenum internalformat, bool renderTarget, int size, int levels);
virtual ~TextureStorage11_Cube();
static TextureStorage11_Cube *makeTextureStorage11_Cube(TextureStorage *storage);
- virtual ID3D11Resource *getResource() const;
- virtual RenderTarget *getRenderTarget(const gl::ImageIndex &index);
-
- virtual void generateMipmaps();
+ virtual gl::Error getResource(ID3D11Resource **outResource);
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTarget **outRT);
- virtual void associateImage(Image11* image, int level, int layerTarget);
- virtual void disassociateImage(int level, int layerTarget, Image11* expectedImage);
- virtual bool isAssociatedImageValid(int level, int layerTarget, Image11* expectedImage);
- virtual void releaseAssociatedImage(int level, int layerTarget, Image11* incomingImage);
+ virtual void associateImage(Image11* image, const gl::ImageIndex &index);
+ virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);
protected:
- virtual ID3D11Resource *getSwizzleTexture();
- virtual ID3D11RenderTargetView *getSwizzleRenderTarget(int mipLevel);
+ virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
+ virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);
private:
DISALLOW_COPY_AND_ASSIGN(TextureStorage11_Cube);
- virtual ID3D11ShaderResourceView *createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture);
+ virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const;
+
+ static const size_t CUBE_FACE_COUNT = 6;
ID3D11Texture2D *mTexture;
- RenderTarget11 *mRenderTarget[6][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+ RenderTarget11 *mRenderTarget[CUBE_FACE_COUNT][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
ID3D11Texture2D *mSwizzleTexture;
ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
- Image11 *mAssociatedImages[6][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+ Image11 *mAssociatedImages[CUBE_FACE_COUNT][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
};
class TextureStorage11_3D : public TextureStorage11
{
public:
- TextureStorage11_3D(Renderer *renderer, GLenum internalformat, bool renderTarget,
+ TextureStorage11_3D(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
GLsizei width, GLsizei height, GLsizei depth, int levels);
virtual ~TextureStorage11_3D();
static TextureStorage11_3D *makeTextureStorage11_3D(TextureStorage *storage);
- virtual ID3D11Resource *getResource() const;
+ virtual gl::Error getResource(ID3D11Resource **outResource);
// Handles both layer and non-layer RTs
- virtual RenderTarget *getRenderTarget(const gl::ImageIndex &index);
-
- virtual void generateMipmaps();
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTarget **outRT);
- virtual void associateImage(Image11* image, int level, int layerTarget);
- virtual void disassociateImage(int level, int layerTarget, Image11* expectedImage);
- virtual bool isAssociatedImageValid(int level, int layerTarget, Image11* expectedImage);
- virtual void releaseAssociatedImage(int level, int layerTarget, Image11* incomingImage);
+ virtual void associateImage(Image11* image, const gl::ImageIndex &index);
+ virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);
protected:
- virtual ID3D11Resource *getSwizzleTexture();
- virtual ID3D11RenderTargetView *getSwizzleRenderTarget(int mipLevel);
+ virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
+ virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);
private:
DISALLOW_COPY_AND_ASSIGN(TextureStorage11_3D);
- virtual ID3D11ShaderResourceView *createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture);
+ virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const;
typedef std::pair<int, int> LevelLayerKey;
typedef std::map<LevelLayerKey, RenderTarget11*> RenderTargetMap;
@@ -270,30 +256,29 @@ class TextureStorage11_3D : public TextureStorage11
class TextureStorage11_2DArray : public TextureStorage11
{
public:
- TextureStorage11_2DArray(Renderer *renderer, GLenum internalformat, bool renderTarget,
+ TextureStorage11_2DArray(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
GLsizei width, GLsizei height, GLsizei depth, int levels);
virtual ~TextureStorage11_2DArray();
static TextureStorage11_2DArray *makeTextureStorage11_2DArray(TextureStorage *storage);
- virtual ID3D11Resource *getResource() const;
- virtual RenderTarget *getRenderTarget(const gl::ImageIndex &index);
-
- virtual void generateMipmaps();
+ virtual gl::Error getResource(ID3D11Resource **outResource);
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTarget **outRT);
- virtual void associateImage(Image11* image, int level, int layerTarget);
- virtual void disassociateImage(int level, int layerTarget, Image11* expectedImage);
- virtual bool isAssociatedImageValid(int level, int layerTarget, Image11* expectedImage);
- virtual void releaseAssociatedImage(int level, int layerTarget, Image11* incomingImage);
+ virtual void associateImage(Image11* image, const gl::ImageIndex &index);
+ virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);
protected:
- virtual ID3D11Resource *getSwizzleTexture();
- virtual ID3D11RenderTargetView *getSwizzleRenderTarget(int mipLevel);
+ virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
+ virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);
private:
DISALLOW_COPY_AND_ASSIGN(TextureStorage11_2DArray);
- virtual ID3D11ShaderResourceView *createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture);
+ virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const;
typedef std::pair<int, int> LevelLayerKey;
typedef std::map<LevelLayerKey, RenderTarget11*> RenderTargetMap;
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexArray11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexArray11.h
index 590cb9f05a..70bc3bb26f 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexArray11.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexArray11.h
@@ -19,7 +19,7 @@ class Renderer11;
class VertexArray11 : public VertexArrayImpl
{
public:
- VertexArray11(rx::Renderer11 *renderer)
+ VertexArray11(Renderer11 *renderer)
: VertexArrayImpl(),
mRenderer(renderer)
{
@@ -34,7 +34,7 @@ class VertexArray11 : public VertexArrayImpl
private:
DISALLOW_COPY_AND_ASSIGN(VertexArray11);
- rx::Renderer11 *mRenderer;
+ Renderer11 *mRenderer;
};
}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.cpp
index 9bc5b1d2d1..a9d6fa2ca4 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.cpp
@@ -16,7 +16,7 @@
namespace rx
{
-VertexBuffer11::VertexBuffer11(rx::Renderer11 *const renderer) : mRenderer(renderer)
+VertexBuffer11::VertexBuffer11(Renderer11 *const renderer) : mRenderer(renderer)
{
mBuffer = NULL;
mBufferSize = 0;
@@ -91,8 +91,13 @@ gl::Error VertexBuffer11::storeVertexAttributes(const gl::VertexAttribute &attri
{
if (buffer)
{
- Buffer11 *storage = Buffer11::makeBuffer11(buffer->getImplementation());
- input = static_cast<const uint8_t*>(storage->getData()) + static_cast<int>(attrib.offset);
+ BufferD3D *storage = BufferD3D::makeFromBuffer(buffer);
+ gl::Error error = storage->getData(&input);
+ if (error.isError())
+ {
+ return error;
+ }
+ input += static_cast<int>(attrib.offset);
}
else
{
@@ -132,7 +137,7 @@ gl::Error VertexBuffer11::getSpaceRequired(const gl::VertexAttribute &attrib, GL
else
{
// Round up to divisor, if possible
- elementCount = rx::UnsignedCeilDivide(static_cast<unsigned int>(instances), attrib.divisor);
+ elementCount = UnsignedCeilDivide(static_cast<unsigned int>(instances), attrib.divisor);
}
gl::VertexFormat vertexFormat(attrib);
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h
index 0e10da1df8..a9bbac98fa 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h
@@ -18,7 +18,7 @@ class Renderer11;
class VertexBuffer11 : public VertexBuffer
{
public:
- explicit VertexBuffer11(rx::Renderer11 *const renderer);
+ explicit VertexBuffer11(Renderer11 *const renderer);
virtual ~VertexBuffer11();
virtual gl::Error initialize(unsigned int size, bool dynamicUsage);
@@ -40,7 +40,7 @@ class VertexBuffer11 : public VertexBuffer
private:
DISALLOW_COPY_AND_ASSIGN(VertexBuffer11);
- rx::Renderer11 *const mRenderer;
+ Renderer11 *const mRenderer;
ID3D11Buffer *mBuffer;
unsigned int mBufferSize;
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp
index c07828757d..90a879e170 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp
@@ -795,7 +795,7 @@ static D3D11ES3FormatMap BuildD3D11FormatMap()
// From GL_EXT_texture_storage
// | GL internal format | D3D11 texture format | D3D11 SRV format | D3D11 RTV format | D3D11 DSV format |
- InsertD3D11FormatInfo(&map, GL_ALPHA8_EXT, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_ALPHA8_EXT, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN );
InsertD3D11FormatInfo(&map, GL_LUMINANCE8_EXT, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN );
InsertD3D11FormatInfo(&map, GL_ALPHA32F_EXT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN );
InsertD3D11FormatInfo(&map, GL_LUMINANCE32F_EXT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN );
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp
index 2af97e73f0..121aa3bbad 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp
@@ -10,6 +10,7 @@
#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
#include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libGLESv2/renderer/Workarounds.h"
#include "libGLESv2/ProgramBinary.h"
#include "libGLESv2/Framebuffer.h"
@@ -95,9 +96,6 @@
#ifndef D3D10_1_VS_OUTPUT_REGISTER_COUNT
# define D3D10_1_VS_OUTPUT_REGISTER_COUNT 32
#endif
-#ifndef D3D11_VS_OUTPUT_REGISTER_COUNT
-# define D3D11_VS_OUTPUT_REGISTER_COUNT 32
-#endif
namespace rx
{
@@ -357,7 +355,7 @@ static bool GetNPOTTextureSupport(D3D_FEATURE_LEVEL featureLevel)
{
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0:
@@ -377,7 +375,7 @@ static float GetMaximumAnisotropy(D3D_FEATURE_LEVEL featureLevel)
{
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return D3D11_MAX_MAXANISOTROPY;
@@ -399,7 +397,7 @@ static bool GetOcclusionQuerySupport(D3D_FEATURE_LEVEL featureLevel)
{
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0:
@@ -421,7 +419,7 @@ static bool GetEventQuerySupport(D3D_FEATURE_LEVEL featureLevel)
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0:
@@ -441,7 +439,7 @@ static bool GetInstancingSupport(D3D_FEATURE_LEVEL featureLevel)
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0:
@@ -466,7 +464,7 @@ static bool GetDerivativeInstructionSupport(D3D_FEATURE_LEVEL featureLevel)
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0:
@@ -486,7 +484,7 @@ static size_t GetMaximumSimultaneousRenderTargets(D3D_FEATURE_LEVEL featureLevel
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT;
@@ -506,7 +504,7 @@ static size_t GetMaximum2DTextureSize(D3D_FEATURE_LEVEL featureLevel)
{
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
@@ -526,7 +524,7 @@ static size_t GetMaximumCubeMapTextureSize(D3D_FEATURE_LEVEL featureLevel)
{
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURECUBE_DIMENSION;
@@ -546,7 +544,7 @@ static size_t GetMaximum2DTextureArraySize(D3D_FEATURE_LEVEL featureLevel)
{
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
@@ -566,7 +564,7 @@ static size_t GetMaximum3DTextureSize(D3D_FEATURE_LEVEL featureLevel)
{
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
@@ -586,7 +584,7 @@ static size_t GetMaximumViewportSize(D3D_FEATURE_LEVEL featureLevel)
{
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return D3D11_VIEWPORT_BOUNDS_MAX;
@@ -612,7 +610,7 @@ static size_t GetMaximumDrawIndexedIndexCount(D3D_FEATURE_LEVEL featureLevel)
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0:
@@ -636,7 +634,7 @@ static size_t GetMaximumDrawVertexCount(D3D_FEATURE_LEVEL featureLevel)
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0:
@@ -655,7 +653,7 @@ static size_t GetMaximumVertexInputSlots(D3D_FEATURE_LEVEL featureLevel)
{
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return D3D11_STANDARD_VERTEX_ELEMENT_COUNT;
@@ -677,7 +675,7 @@ static size_t GetMaximumVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel)
// TODO(geofflang): Remove hard-coded limit once the gl-uniform-arrays test can pass
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return 1024; // D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
@@ -704,7 +702,7 @@ static size_t GetMaximumVertexUniformBlocks(D3D_FEATURE_LEVEL featureLevel)
{
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedVertexUniformBuffers();
@@ -733,7 +731,7 @@ static size_t GetMaximumVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel)
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return D3D11_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors();
@@ -754,7 +752,7 @@ static size_t GetMaximumVertexTextureUnits(D3D_FEATURE_LEVEL featureLevel)
{
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT;
@@ -778,7 +776,7 @@ static size_t GetMaximumPixelUniformVectors(D3D_FEATURE_LEVEL featureLevel)
// TODO(geofflang): Remove hard-coded limit once the gl-uniform-arrays test can pass
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return 1024; // D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
@@ -805,7 +803,7 @@ static size_t GetMaximumPixelUniformBlocks(D3D_FEATURE_LEVEL featureLevel)
{
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedPixelUniformBuffers();
@@ -826,7 +824,7 @@ static size_t GetMaximumPixelInputVectors(D3D_FEATURE_LEVEL featureLevel)
{
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return D3D11_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors();
@@ -847,7 +845,7 @@ static size_t GetMaximumPixelTextureUnits(D3D_FEATURE_LEVEL featureLevel)
{
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT;
@@ -868,7 +866,7 @@ static int GetMinimumTexelOffset(D3D_FEATURE_LEVEL featureLevel)
{
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE;
@@ -889,7 +887,7 @@ static int GetMaximumTexelOffset(D3D_FEATURE_LEVEL featureLevel)
{
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE;
@@ -914,7 +912,7 @@ static size_t GetMaximumConstantBufferSize(D3D_FEATURE_LEVEL featureLevel)
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
@@ -935,7 +933,7 @@ static size_t GetMaximumStreamOutputBuffers(D3D_FEATURE_LEVEL featureLevel)
{
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0: return D3D11_SO_BUFFER_SLOT_COUNT;
@@ -951,11 +949,11 @@ static size_t GetMaximumStreamOutputBuffers(D3D_FEATURE_LEVEL featureLevel)
}
}
-static size_t GetMaximumStreamOutputInterleavedComponenets(D3D_FEATURE_LEVEL featureLevel)
+static size_t GetMaximumStreamOutputInterleavedComponents(D3D_FEATURE_LEVEL featureLevel)
{
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
case D3D_FEATURE_LEVEL_11_0:
@@ -971,14 +969,14 @@ static size_t GetMaximumStreamOutputInterleavedComponenets(D3D_FEATURE_LEVEL fea
}
}
-static size_t GetMaximumStreamOutputSeparateCompeonents(D3D_FEATURE_LEVEL featureLevel)
+static size_t GetMaximumStreamOutputSeparateComponents(D3D_FEATURE_LEVEL featureLevel)
{
switch (featureLevel)
{
-#if _MSC_VER >= 1700
+#if !defined(_MSC_VER) || (_MSC_VER >= 1800)
case D3D_FEATURE_LEVEL_11_1:
#endif
- case D3D_FEATURE_LEVEL_11_0: return GetMaximumStreamOutputInterleavedComponenets(featureLevel) /
+ case D3D_FEATURE_LEVEL_11_0: return GetMaximumStreamOutputInterleavedComponents(featureLevel) /
GetMaximumStreamOutputBuffers(featureLevel);
@@ -1087,9 +1085,9 @@ void GenerateCaps(ID3D11Device *device, gl::Caps *caps, gl::TextureCapsMap *text
caps->maxCombinedTextureImageUnits = caps->maxVertexTextureImageUnits + caps->maxTextureImageUnits;
// Transform feedback limits
- caps->maxTransformFeedbackInterleavedComponents = GetMaximumStreamOutputInterleavedComponenets(featureLevel);
+ caps->maxTransformFeedbackInterleavedComponents = GetMaximumStreamOutputInterleavedComponents(featureLevel);
caps->maxTransformFeedbackSeparateAttributes = GetMaximumStreamOutputBuffers(featureLevel);
- caps->maxTransformFeedbackSeparateComponents = GetMaximumStreamOutputSeparateCompeonents(featureLevel);
+ caps->maxTransformFeedbackSeparateComponents = GetMaximumStreamOutputSeparateComponents(featureLevel);
// GL extension support
extensions->setTextureExtensionSupport(*textureCapsMap);
@@ -1198,17 +1196,31 @@ void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, flo
HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name)
{
-#if !defined(__MINGW32__) && defined(_DEBUG)
+#if defined(_DEBUG) && !defined(__MINGW32__)
return resource->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(name), name);
#else
return S_OK;
#endif
}
-RenderTarget11 *GetAttachmentRenderTarget(gl::FramebufferAttachment *attachment)
+gl::Error GetAttachmentRenderTarget(gl::FramebufferAttachment *attachment, RenderTarget11 **outRT)
+{
+ RenderTarget *renderTarget = NULL;
+ gl::Error error = rx::GetAttachmentRenderTarget(attachment, &renderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ *outRT = RenderTarget11::makeRenderTarget11(renderTarget);
+ return gl::Error(GL_NO_ERROR);
+}
+
+Workarounds GenerateWorkarounds()
{
- RenderTarget *renderTarget = rx::GetAttachmentRenderTarget(attachment);
- return RenderTarget11::makeRenderTarget11(renderTarget);
+ Workarounds workarounds;
+ workarounds.mrtPerfWorkaround = true;
+ workarounds.setDataFasterThanImageUpload = true;
+ return workarounds;
}
}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.h
index 4c05eb9256..9df9c95763 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.h
@@ -12,6 +12,7 @@
#include "libGLESv2/angletypes.h"
#include "libGLESv2/Caps.h"
+#include "libGLESv2/Error.h"
#include <vector>
@@ -23,6 +24,7 @@ class FramebufferAttachment;
namespace rx
{
class RenderTarget11;
+struct Workarounds;
namespace gl_d3d11
{
@@ -176,7 +178,9 @@ inline void SetBufferData(ID3D11DeviceContext *context, ID3D11Buffer *constantBu
context->Unmap(constantBuffer, 0);
}
-RenderTarget11 *GetAttachmentRenderTarget(gl::FramebufferAttachment *attachment);
+gl::Error GetAttachmentRenderTarget(gl::FramebufferAttachment *attachment, RenderTarget11 **outRT);
+
+Workarounds GenerateWorkarounds();
}