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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp667
1 files changed, 667 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp
new file mode 100644
index 0000000000..fdfbe526ec
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp
@@ -0,0 +1,667 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived
+// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture.
+
+#include "libGLESv2/renderer/d3d11/TextureStorage11.h"
+
+#include "libGLESv2/renderer/d3d11/Renderer11.h"
+#include "libGLESv2/renderer/d3d11/RenderTarget11.h"
+#include "libGLESv2/renderer/d3d11/SwapChain11.h"
+#include "libGLESv2/renderer/d3d11/renderer11_utils.h"
+
+#include "libGLESv2/utilities.h"
+#include "libGLESv2/main.h"
+
+namespace rx
+{
+
+TextureStorage11::TextureStorage11(Renderer *renderer, UINT bindFlags)
+ : mBindFlags(bindFlags),
+ mLodOffset(0),
+ mMipLevels(0),
+ mTexture(NULL),
+ mTextureFormat(DXGI_FORMAT_UNKNOWN),
+ mShaderResourceFormat(DXGI_FORMAT_UNKNOWN),
+ mRenderTargetFormat(DXGI_FORMAT_UNKNOWN),
+ mDepthStencilFormat(DXGI_FORMAT_UNKNOWN),
+ mSRV(NULL),
+ mTextureWidth(0),
+ mTextureHeight(0)
+{
+ mRenderer = Renderer11::makeRenderer11(renderer);
+}
+
+TextureStorage11::~TextureStorage11()
+{
+}
+
+TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11*, storage));
+ return static_cast<TextureStorage11*>(storage);
+}
+
+DWORD TextureStorage11::GetTextureBindFlags(DXGI_FORMAT format, GLenum glusage, bool forceRenderable)
+{
+ UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
+
+ if (d3d11::IsDepthStencilFormat(format))
+ {
+ bindFlags |= D3D11_BIND_DEPTH_STENCIL;
+ }
+ else if(forceRenderable || (TextureStorage11::IsTextureFormatRenderable(format) && (glusage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE)))
+ {
+ bindFlags |= D3D11_BIND_RENDER_TARGET;
+ }
+ return bindFlags;
+}
+
+bool TextureStorage11::IsTextureFormatRenderable(DXGI_FORMAT format)
+{
+ switch(format)
+ {
+ case DXGI_FORMAT_R8G8B8A8_UNORM:
+ case DXGI_FORMAT_A8_UNORM:
+ case DXGI_FORMAT_R32G32B32A32_FLOAT:
+ case DXGI_FORMAT_R16G16B16A16_FLOAT:
+ case DXGI_FORMAT_B8G8R8A8_UNORM:
+ case DXGI_FORMAT_R8_UNORM:
+ case DXGI_FORMAT_R8G8_UNORM:
+ case DXGI_FORMAT_R16_FLOAT:
+ case DXGI_FORMAT_R16G16_FLOAT:
+ return true;
+ case DXGI_FORMAT_BC1_UNORM:
+ case DXGI_FORMAT_BC2_UNORM:
+ case DXGI_FORMAT_BC3_UNORM:
+ case DXGI_FORMAT_R32G32B32_FLOAT: // not renderable on all devices
+ return false;
+ default:
+ UNREACHABLE();
+ return false;
+ }
+}
+
+UINT TextureStorage11::getBindFlags() const
+{
+ return mBindFlags;
+}
+
+ID3D11Texture2D *TextureStorage11::getBaseTexture() const
+{
+ return mTexture;
+}
+
+int TextureStorage11::getLodOffset() const
+{
+ return mLodOffset;
+}
+
+bool TextureStorage11::isRenderTarget() const
+{
+ return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0;
+}
+
+bool TextureStorage11::isManaged() const
+{
+ return false;
+}
+
+int TextureStorage11::levelCount()
+{
+ int levels = 0;
+ if (getBaseTexture())
+ {
+ levels = mMipLevels - getLodOffset();
+ }
+ return levels;
+}
+
+UINT TextureStorage11::getSubresourceIndex(int level, int faceIndex)
+{
+ UINT index = 0;
+ if (getBaseTexture())
+ {
+ index = D3D11CalcSubresource(level, faceIndex, mMipLevels);
+ }
+ return index;
+}
+
+bool TextureStorage11::updateSubresourceLevel(ID3D11Texture2D *srcTexture, unsigned int sourceSubresource,
+ int level, int face, GLint xoffset, GLint yoffset,
+ GLsizei width, GLsizei height)
+{
+ if (srcTexture)
+ {
+ // Round up the width and height to the nearest multiple of dimension alignment
+ unsigned int dimensionAlignment = d3d11::GetTextureFormatDimensionAlignment(mTextureFormat);
+ width = width + dimensionAlignment - 1 - (width - 1) % dimensionAlignment;
+ height = height + dimensionAlignment - 1 - (height - 1) % dimensionAlignment;
+
+ D3D11_BOX srcBox;
+ srcBox.left = xoffset;
+ srcBox.top = yoffset;
+ srcBox.right = xoffset + width;
+ srcBox.bottom = yoffset + height;
+ srcBox.front = 0;
+ srcBox.back = 1;
+
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ ASSERT(getBaseTexture());
+ context->CopySubresourceRegion(getBaseTexture(), getSubresourceIndex(level + mLodOffset, face),
+ xoffset, yoffset, 0, srcTexture, sourceSubresource, &srcBox);
+ return true;
+ }
+
+ return false;
+}
+
+void TextureStorage11::generateMipmapLayer(RenderTarget11 *source, RenderTarget11 *dest)
+{
+ if (source && dest)
+ {
+ ID3D11ShaderResourceView *sourceSRV = source->getShaderResourceView();
+ ID3D11RenderTargetView *destRTV = dest->getRenderTargetView();
+
+ if (sourceSRV && destRTV)
+ {
+ gl::Rectangle sourceArea;
+ sourceArea.x = 0;
+ sourceArea.y = 0;
+ sourceArea.width = source->getWidth();
+ sourceArea.height = source->getHeight();
+
+ gl::Rectangle destArea;
+ destArea.x = 0;
+ destArea.y = 0;
+ destArea.width = dest->getWidth();
+ destArea.height = dest->getHeight();
+
+ mRenderer->copyTexture(sourceSRV, sourceArea, source->getWidth(), source->getHeight(),
+ destRTV, destArea, dest->getWidth(), dest->getHeight(),
+ GL_RGBA);
+ }
+ }
+}
+
+TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain)
+ : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE)
+{
+ mTexture = swapchain->getOffscreenTexture();
+ mSRV = swapchain->getRenderTargetShaderResource();
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mRenderTarget[i] = NULL;
+ }
+
+ D3D11_TEXTURE2D_DESC texDesc;
+ mTexture->GetDesc(&texDesc);
+ mMipLevels = texDesc.MipLevels;
+ mTextureFormat = texDesc.Format;
+ mTextureWidth = texDesc.Width;
+ mTextureHeight = texDesc.Height;
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ mSRV->GetDesc(&srvDesc);
+ mShaderResourceFormat = srvDesc.Format;
+
+ ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget();
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ offscreenRTV->GetDesc(&rtvDesc);
+ mRenderTargetFormat = rtvDesc.Format;
+ offscreenRTV->Release();
+
+ mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
+}
+
+TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
+ : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel()), usage, forceRenderable))
+{
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mRenderTarget[i] = NULL;
+ }
+
+ DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat, mRenderer->getFeatureLevel());
+ if (d3d11::IsDepthStencilFormat(convertedFormat))
+ {
+ mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
+ mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat);
+ mDepthStencilFormat = convertedFormat;
+ mRenderTargetFormat = DXGI_FORMAT_UNKNOWN;
+ }
+ else
+ {
+ mTextureFormat = convertedFormat;
+ mShaderResourceFormat = convertedFormat;
+ mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
+ mRenderTargetFormat = convertedFormat;
+ }
+
+ // 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
+ gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = width; // Compressed texture size constraints?
+ desc.Height = height;
+ desc.MipLevels = (levels > 0) ? levels + mLodOffset : 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;
+ }
+ }
+}
+
+TextureStorage11_2D::~TextureStorage11_2D()
+{
+ if (mTexture)
+ {
+ mTexture->Release();
+ mTexture = NULL;
+ }
+
+ if (mSRV)
+ {
+ mSRV->Release();
+ mSRV = NULL;
+ }
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ delete mRenderTarget[i];
+ mRenderTarget[i] = NULL;
+ }
+}
+
+TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2D*, storage));
+ return static_cast<TextureStorage11_2D*>(storage);
+}
+
+RenderTarget *TextureStorage11_2D::getRenderTarget(int level)
+{
+ if (level >= 0 && level < static_cast<int>(mMipLevels))
+ {
+ if (!mRenderTarget[level])
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = mShaderResourceFormat;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MostDetailedMip = level;
+ srvDesc.Texture2D.MipLevels = level ? 1 : -1;
+
+ ID3D11ShaderResourceView *srv;
+ result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ 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_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = level;
+
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ srv->Release();
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+
+ // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
+ // also needs to keep a reference to the texture.
+ mTexture->AddRef();
+
+ mRenderTarget[level] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
+ std::max(mTextureWidth >> level, 1U),
+ std::max(mTextureHeight >> level, 1U));
+ }
+ else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mDepthStencilFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
+ dsvDesc.Texture2D.MipSlice = level;
+ dsvDesc.Flags = 0;
+
+ ID3D11DepthStencilView *dsv;
+ result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ srv->Release();
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+
+ // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
+ // also needs to keep a reference to the texture.
+ mTexture->AddRef();
+
+ mRenderTarget[level] = new RenderTarget11(mRenderer, dsv, mTexture, srv,
+ std::max(mTextureWidth >> level, 1U),
+ std::max(mTextureHeight >> level, 1U));
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ return mRenderTarget[level];
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+ID3D11ShaderResourceView *TextureStorage11_2D::getSRV()
+{
+ if (!mSRV)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = mShaderResourceFormat;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
+ srvDesc.Texture2D.MostDetailedMip = 0;
+
+ HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+ }
+
+ return mSRV;
+}
+
+void TextureStorage11_2D::generateMipmap(int level)
+{
+ RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(level - 1));
+ RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(level));
+
+ generateMipmapLayer(source, dest);
+}
+
+TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
+ : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel()), usage, forceRenderable))
+{
+ for (unsigned int i = 0; i < 6; i++)
+ {
+ for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++)
+ {
+ mRenderTarget[i][j] = NULL;
+ }
+ }
+
+ DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat, mRenderer->getFeatureLevel());
+ if (d3d11::IsDepthStencilFormat(convertedFormat))
+ {
+ mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
+ mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat);
+ mDepthStencilFormat = convertedFormat;
+ mRenderTargetFormat = DXGI_FORMAT_UNKNOWN;
+ }
+ else
+ {
+ mTextureFormat = convertedFormat;
+ mShaderResourceFormat = convertedFormat;
+ mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
+ mRenderTargetFormat = convertedFormat;
+ }
+
+ // 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;
+ gl::MakeValidSize(false, gl::IsCompressed(internalformat), &size, &height, &mLodOffset);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = size;
+ desc.Height = size;
+ desc.MipLevels = (levels > 0) ? levels + mLodOffset : 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;
+ }
+ }
+}
+
+TextureStorage11_Cube::~TextureStorage11_Cube()
+{
+ if (mTexture)
+ {
+ mTexture->Release();
+ mTexture = NULL;
+ }
+
+ if (mSRV)
+ {
+ mSRV->Release();
+ mSRV = NULL;
+ }
+
+ for (unsigned int i = 0; i < 6; i++)
+ {
+ for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++)
+ {
+ delete mRenderTarget[i][j];
+ mRenderTarget[i][j] = NULL;
+ }
+ }
+}
+
+TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_Cube*, storage));
+ return static_cast<TextureStorage11_Cube*>(storage);
+}
+
+RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget, int level)
+{
+ unsigned int faceIdx = gl::TextureCubeMap::faceIndex(faceTarget);
+ if (level >= 0 && level < static_cast<int>(mMipLevels))
+ {
+ if (!mRenderTarget[faceIdx][level])
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT 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 = level;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = faceIdx;
+ srvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11ShaderResourceView *srv;
+ result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ 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 = level;
+ rtvDesc.Texture2DArray.FirstArraySlice = faceIdx;
+ rtvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ srv->Release();
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+
+ // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
+ // also needs to keep a reference to the texture.
+ mTexture->AddRef();
+
+ mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
+ std::max(mTextureWidth >> level, 1U),
+ std::max(mTextureHeight >> level, 1U));
+ }
+ else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mRenderTargetFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
+ dsvDesc.Texture2DArray.MipSlice = level;
+ dsvDesc.Texture2DArray.FirstArraySlice = faceIdx;
+ dsvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11DepthStencilView *dsv;
+ result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ srv->Release();
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+
+ // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
+ // also needs to keep a reference to the texture.
+ mTexture->AddRef();
+
+ mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, dsv, mTexture, srv,
+ std::max(mTextureWidth >> level, 1U),
+ std::max(mTextureHeight >> level, 1U));
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ return mRenderTarget[faceIdx][level];
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+ID3D11ShaderResourceView *TextureStorage11_Cube::getSRV()
+{
+ if (!mSRV)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = mShaderResourceFormat;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+ srvDesc.TextureCube.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
+ srvDesc.TextureCube.MostDetailedMip = 0;
+
+ HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+ }
+
+ return mSRV;
+}
+
+void TextureStorage11_Cube::generateMipmap(int face, int level)
+{
+ RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level - 1));
+ RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level));
+
+ generateMipmapLayer(source, dest);
+}
+
+}