From a6a12d8c0fc918972c15268f749ecc7c90b95d6c Mon Sep 17 00:00:00 2001 From: Andrew Knight Date: Tue, 5 Aug 2014 12:59:44 +0300 Subject: ANGLE: upgrade to 2.1~07d49ef5350a This version of ANGLE provides partial ES3 support, numerous bug fixes, and several potentially useful vendor extensions. All patches have been rebased. The following changes are noted: 0000-General-fixes-for-ANGLE-2.1.patch contains compile fixes for the new ANGLE 0004-Make-it-possible-to-link-ANGLE-statically-for-single.patch has incorporated patch 0015. 0007-Make-DX9-DX11-mutually-exclusive.patch has been removed as it was fixed upstream. 0007-Fix-ANGLE-build-with-Microsoft-Visual-Studio-14-CTP.patch has been moved up to fill the patch number gap. 0010-ANGLE-Enable-D3D11-for-feature-level-9-cards.patch now contains patch 0014 and 0017. 0013-ANGLE-Allow-for-universal-program-binaries.patch has been removed as it is no longer relevant. 0014-ANGLE-D3D11-Fix-internal-index-buffer-for-level-9-ha.patch has been merged with patch 0010. 0015-ANGLE-Don-t-export-DLLMain-functions-for-static-buil.patch has been merged with patch 0004. 0016-ANGLE-WinRT-Call-Trim-when-application-suspends.patch has been removed and will be replaced by a follow-up patch using a different technique. 0017-ANGLE-D3D11-Don-t-use-mipmaps-in-level-9-textures.patch has been merged with patch 0010. 0018-ANGLE-WinRT-Create-swap-chain-using-physical-resolut.patch has been removed and will be replaced by a follow-up patch extending the EGL_ANGLE_window_fixed_size extension. 0019-Fix-ANGLE-build-with-Microsoft-Visual-Studio-14-CTP.patch is now patch 0007. [ChangeLog][Third-party libraries] ANGLE has been upgraded to version 2.1, bringing partial support for OpenGL ES3 over Direct3D 11, numerous bug fixes, and several new vendor extensions. Change-Id: I6d95ce1480462d67228d83c1e5c74a1706b5b21c Reviewed-by: Friedemann Kleint --- .../libGLESv2/renderer/d3d11/TextureStorage11.cpp | 667 --------------------- 1 file changed, 667 deletions(-) delete mode 100644 src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp') diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp deleted file mode 100644 index 0c981ac503..0000000000 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp +++ /dev/null @@ -1,667 +0,0 @@ -#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(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 = mRenderer->getFeatureLevel() >= D3D_FEATURE_LEVEL_10_0 ? ((levels > 0) ? levels + mLodOffset : 0) : 1; - 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(storage); -} - -RenderTarget *TextureStorage11_2D::getRenderTarget(int level) -{ - if (level >= 0 && level < static_cast(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(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(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(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(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(storage); -} - -RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget, int level) -{ - unsigned int faceIdx = gl::TextureCubeMap::faceIndex(faceTarget); - if (level >= 0 && level < static_cast(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(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(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(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(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); -} - -} -- cgit v1.2.3